Ragtime's Recent Forum Activity

  • That's exactly what I was looking for, in order to make my game playable on every computer... <img src="smileys/smiley20.gif" border="0" align="middle" />

    Even if it's less smooth on a slow computer, it remains playable! (I've quickly tested and it seems to work)

    Does it impact the collisions accuracy?

  • Hi!

    By chance, I've heard about "delta-time and framerate". That's something totally new for me. 2-3 weeks ago, I posted a topic about performance and no one mentioned that.

    I suppose I should have to apply it manually on all my project. But before to do so, I'd like to know :

    Thanks to that, can I "force" a game to be fast on a slow computer (that makes the game run at 30fps), and will it look like if it was really running at 60fps??

    It would be too nice to be true, but I might have misunderstood... What are the disadvantages? Why isn't it a default feature?

    Rag'

  • Interesting, even though it doesn't work with my game.

    Did someone succeed in using this tool?

  • I agree with Fimbul about the monetization. The lack of monetization features is one of the few weaknesses of this so wonderful game creation software.

  • Scirra should hire you <img src="smileys/smiley32.gif" border="0" align="middle" />

  • yumyum, dear pink bear... YOU'RE MY HERO!

    I didn't even know that the ForEach action existed and that's EXACTLY what I needed, as you said. It was a torture to identify a specific instance without this and...

    ... now it works like a charm!! THANK YOU!!! I'll apply this on different part of my project, in order to clean it <img src="smileys/smiley31.gif" border="0" align="middle" />

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  • You're right, here is the .capx:

    http://dl.dropbox.com/u/63083711/MagicBalls%200.212.capx

    (the physical objet is not set to invisible, in order to perform some tests...)

    <img src="smileys/smiley12.gif" border="0" align="middle">

  • Hello!

    I don't know if the title fits to what I'd like to learn. I really need your help because I'm stuck with something that should work and I start getting crazy... <img src="smileys/smiley12.gif" border="0" align="middle">

    Here is the gameplay loop of my game (it is a old test version -but fonctional- but you'll be able to figure out what the game is about and what I'd like to do).

    http://dl.dropbox.com/u/63083711/index.html

    The physical objets I mentioned are randomly generated from the bottom of the screen, every X frames. In the example above, they are not animated and... I want them to be animated and keep their circle collision.

    Ashley recommended me to spawn a physical object (invisible) using the collision and put the animated sprite over it (creating the illusion that the animated sprite itself has the circle collision).

    So everytime I spawn a physical objet, I need to link to it its visual aspect. In theory, nothing really complicated but I can't make it work even if that's what I did with the dropped balls. This time I must have done something wrong and I get too angry to see what...

    • First, I create the physical objet. I give it an ID (taken from a enemy counter, a global variable called IDEnemy01Count, increased each time a new enemy is spawned in order to make it unique... I could use the IID but it doesn't work either, I suppose the problem doesn't come from there).
    • Then I spawn on it the visual aspect. I give it an ID, the same than the physical objet, in order to create a link between both.
    • and... it's a mess: the very first spawned object and its visual aspect move as they should do, and once the second physical objet is spawned, all the visual aspects just... stop and don't follow the physical objects.

    Here is the code I use:

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies01a.png" border="0">

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies01b.png" border="0">

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies02.png" border="0">

    As I said, that's how I proceed with the dropped balls (it's a physical objet with a visual aspect over it), but I don't know why... in this case, it worked :o

    Seriously, that's something that made me crazy for hours recently, I may have missed something obvious, simple and stupid... but maybe I just don't know how to identity an objet among other similar, after having spawned them "generically". If I could master that kind of things, everything would be easier...

    Thanks in advance.

    Rag'

    PS: I may be unclear in my explanations... If so, please don't hesitate to ask questions in order to identify what's wrong. I really need to make it work <img src="smileys/smiley19.gif" border="0" align="middle">

  • Ok, I think I'll create another topic relative to this specific problem, for more visibility...

    But in the case I wouldn't succeed to use properly the circle collision, would it be complete heresy to make a polygon collision with ~20 points?

  • (even if I'd really like to find a solution to the problem above, it would be great to set the circle collision, like it is possible with the box and polygon collisions... radius, center position etc.)

  • Yeah, the Physics behavior.

    That's an smart solution I've tried... but it doesn't work (more accurately: I can't make it work in my project... but yes, it would be great). I get crazy because of this... <img src="smileys/smiley5.gif" border="0" align="middle">

    Maybe if I describe what I want to do and what I need, someone would be able to help me. Here is the gameplay loop (unfortunaly it is an old version but you'll be able to figure out what it is about and in which context I need to have a physical objet "animated").

    http://dl.dropbox.com/u/63083711/index.html

    • The physical objets I mentioned are randomly generated from the bottom of the screen, every X frames.
    • First, I create the physical objet. I give it an ID (taken from a enemy count... I could use the IID but it doesn't work either, I suppose the problem doesn't come from there).
    • Then I spawn on it the visual aspect. I give it an ID, the same than the physical objet, in order to link both.
    • I can't link the two objets :o It's a mess: the very first spawned object and its visual aspect move as they should do, and once the second physical objet is spawned, all the visual aspects just... stop and don't follow the physical objects.

    Here is the code I use:

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies01a.png" border="0">

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies01b.png" border="0">

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies02.png" border="0">

    That's the way I've done with the dropped balls (it's a physical objet with a visual aspect over it), but I don't know why... in this case, it worked :o

    Seriously, that's something that made me crazy for hours, maybe I've missed something obvious and stupid... but now, I don't know how to identity an objet among other similar, after having spawned them "generically". If I could master that kind of things, everything would be easier...

    Thanks in advance.

    Rag'

    PS: I may be unclear in my explanations and expectations... If so, please don't hesitate to ask questions in order to identify what's wrong. I really need to make it work <img src="smileys/smiley19.gif" border="0" align="middle">

  • Hi,

    I have a problem with a sprite and its collision zone.

    Here is the sprite in question:

    <img src="http://dl.dropbox.com/u/63083711/screenshots/collisionpb01.png" border="0" />

    Ideally, I'd like to use a circle as collision zone. But the collision seems to be larger than the character's body (as you can see on the picture above). Is it possible to set the circle zone size and position? (if would be... perfect)

    If not possible... There could be two solutions:

    • dividing the character into two parts (body and "legs") and apply the collision zone to the body, but I'd prefer to avoid that solution if possible (it creates different problems).
    • use a polygon as collision zone: it could be an alternative solution but in order to be efficient and get an accurate collision, I need to add many points. I know this is not recommended to put more than 8 points but I've tried with 23 points and the game doesn't seem more laggy than previously.

    Which solution(s) would you recommend?

    Thanks in advance!

    Rag'

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Ragtime

Member since 28 Dec, 2011

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