Aphrodite's Recent Forum Activity

  • Toddler while it would make sense to have trigger for everything asynchronous, I will admit that it can become a huge bother, and being able to stay in the realm of synchronous events would be nice when asynch is not needed and will be bothersome to implement.

    Or rather, finding a cleaver way to make those asynchronous events work would be a benediction, for now we just have AJAX, and saves, and now local storage, and yet people stuggles when dealing with that, sure a trigger is the current way of doing it, and it is not a real issue with storage (as saving datas should be something done at one specific point rather than constently in game) but as more and more feature would go that way, it will become unusable pretty quickly.

    Async storage is not the problem, Async events are in general tricky to use, as they go against the spirit of the event system. And we cannot just say "No" to those, as they can be pretty useful, so a solution has to be found.

  • I am not convinced, I mean would not that be exactly like using a dictionnary to store the keys while saving them? And if so, would that not compromise the whole point of it being asynchronous (Aka:whendealing with a lot of keys)?

    unless I misunderstood and you mean having basically a dictionary with a "Push to Local storage" action when needed, but even then, I feel something is not quite right..

  • I will admit that everything asynchronous is something hard to keep up inside C2's event system (which is based on a from top to bottom logic, with events needed to be complete before the next)

    Toddler maybe you could use a dctionnary, and save that dictionary to the Local Storage (since the dictionary values are setted ASAP, you will not have that much trouble).

  • While tile maps don't benefit from render cells, they work in a same way with collisions cells, and so, by default, tilemaps are scalable easily to a far larger world size than the screen.

  • I woukd have thought that you would rather just increase the layout size in that case, but I agree this limitation, while not problematic, is just weird.

  • If you are using crosswalk, I think you need to upload both architectures on the google play or else some devices won't be able to run it.

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  • i'd always use math.pow (pow in events), using ^ sometimes gives wrong results because in javascript ^ is not pow really.

    If it is not in javascript, that is not an issue, the issue is that the C2 manual says it is in the context of C2, also, the issue is not the returned result itself, but the wrong order of operations, which is plain incompatible with how maths are defined.

    https://www.scirra.com/manual/78/expressions

  • Valerien the out of sync audio especially is an issue with html5+JS browser games on mobile (like, lets say, chrome for android that needs an awful time to decompress the audio, or with weird limitations of browser that though it would be better to wait for touches to start a music), not talking of games wrapped inside canvas+ or crosswalk since, let's be honest, we choose the wrapper while we do not choose the browser the user can use.

    However, one could argue that some definitively bad games can prevail while good games can fail (I won't give the flappy bird exemple again, there are others), while this case is rare (and should stay rare), it exists and can be a real moral killer.

    Just read your juiciness tutorial, pretty much what i call "polishing" the game, however I always struggle to describe what a game can do to feel more complete, less amateur, this is basically enough infos for people to understand now!

  • Round(Value/100)*100 will return:

    For value being 33.33333333333, it will return 33.33

    for 66.666666666, it will return 66.67

    for 10.50, it will return 10.5

    Round(value) will returnthe value rounded to the nearest integer.

  • Ancillary as far as I know, this touch to start music is a chosen limitation by safari's devs, and so working around it won't work (it requires by design a physical touch input from the user to make sure no music will play without the user wanting it), I could be wrong though.

    Still annoying that browser vendors takes decision for the sake of "user experience", it is not their job to "fix" a website issue, at least they could give a way to ask the permission to the user "do you want this page to be able to play sound files ? Yes/wait for my confirmation/No".

  • Same here, most of the time I already read the awnsers before it even pops, frustrating.

  • The 16 reasons the players leave is a nice article, however there is another thing that makes me personnally leave a game (and I cannot be the only one on earth): badly used advertisements and not being able to play.

    First, fullscreen video ads, while they should not even exist in a game (they should just not, nothing to add really), if they are badly implemented, it is even worse as it can simply ruin the game, same goes for every advert present on screens where the attention is focused on the actual gameplay, if the player has no intent to see the ad because it has to focus on the game, do not put an ad!

    Second, not being able to play, some games seems to like it when you can play when you want, cut the rope 2 will give you 1 try per hour I think, same for slam (based of a tv game) I think, sometimes you can buy more plays, which is fien (arcade did it..) but still frustrating, and the worst of course is when you can watch an advert to have more plays, pretty sure we should report those games as it is not in respect with advert providers terms of use, I should try to learn about every way to make sure that baddly thought apps cannot prevail.

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Aphrodite

Member since 20 Dec, 2011

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