jbadams's Recent Forum Activity

  • Just a small suggestion:

    When editing animations in the image editor, could we have the mouse coordinates shown as they are when working with a layout?

    I've just been editing the collision polygons for a couple of animations, and knowing the actual coordinates of the mouse would be a real help in getting things to line up properly. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Thanks!

  • You shouldn't need to apply an impulse manually (although you certainly can!) if the car and cone are both physics objects.

    Make sure both items have the physics behaviour applied, that neither object has "immovable" set to yes, and that both objects have an appropriate density (the car's should be quite a bit larger than the cone) specified.

  • Thanks!

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  • You should be able to get this effect by disabling gravity -- that is, setting it to 0.

    If you set up an event to trigger "on start of layout", and then add an action to ANY item with the physics behaviour to "set world gravity" to 0 (under the "physics: global settings" header) you should be good to go. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Does that help?

  • Hey,

    I just had a quick performance related question about the event system: do the conditions on an event "early out"?

    Say for example I have an event triggered by the following conditions:

    • MouseClick on Sprite
    • if someVariable = true
    • if someOtherVariable = true

    So logically, the event triggers when the mouse is clicked on a sprite object if someVariable and someOtherVariable are both true.

    If someVariable is false in my example, would construct bother to check the value of someOtherVariable, or will it be clever enough to early-out and skip that check?

    I ask because I have a couple of events with reasonably complicated conditions and I'm wondering if I should bother arranging the conditions in an order that could take advantage of an early-out to skip un-needed checks.

    I am aware that the performance impact would be fairly minimal, and that where possible it's better to design less complicated events or break things down to sub-events anyway, but small differences can add up on a mobile platform and I'd like to know if this is an area worth spending (and admittedly minimal amount of) effort on?

    Lastly, if conditions don't early-out, consider this a suggestion that if it is not overly difficult to make them do so they should! <img src="smileys/smiley1.gif" border="0" align="middle" />

    Thanks for your time! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It should e fairly easy to come up with sensible defaults should't it? The only difficult ones should e position related, and those are supplied during creation.

    It is a fairly minor annoyance though -- keep up the great work with other new features, love your work!

  • Aha -- I hadn't actually thought to work-around by sticking default instances in a default layout rather than hiding them or putting them off screen. Still a bit of a kludge, but a much nicer fix, thanks!

  • Any update on this one? It's relatively easy to work-around, but I'm finding myself having to work around it a LOT... obviously not something that deserves high priority, but it would be nice to have fixed. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Yes, via the use of PhoneGap or AppMobi, which convert HTML5 games into mobile apps. Performance on mobiles can be an issue at the moment, but it is constantly improving and should only get better over time. If your games are relatively simple and you keep your mobile platforms in mind you can normally achieve reasonable results; for anything more complex you may run into problems on some (particularly older) devices.

  • It's not specifically a HTML5 games portal, but there's also the Chrome Web Store to keep in mind, which comes with the advantage that you know your users have a capable browser!

  • I've developed pretty good relationships with a number of composers over the years, and commission work from one of them in the majority of cases.

    If I'm in a rush and/or need to save money my go-to royalty-free libraries are SoundSnap and AudioJungle.

    If you've got the budget and time for it custom written music can be a great way to help establish a strong branding for your games though -- think how many people know and recognise the Mario Bros or Tetris themes!

  • Thanks Ashley -- for taking my suggestion AND for providing such a great software package -- I'm still learning my way around the editor, but Contruct has been a joy to work with so far! <img src="smileys/smiley1.gif" border="0" align="middle" />

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jbadams

Member since 21 Dec, 2011

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