Savvy001's Recent Forum Activity

  • Hi Scirra.

    I dont know if this is a bug or something else but i dont know where else to get help for my problem.

    I already tried the "how do i" section, but no answers there.

    The folowing link brings u to my game.

    Test

    The problem is this:

    When the player holds down the mouse button and moves the mouse outside of the iframe and then back in to the game area "stil holding down the mouse button".

    Then that mouse button wil be down infinite within the game.

    So u can release the mouse button with your finger, but it doesnt release the event in the game.

    The Green square sprite is set to move to the mouse X&Y when mouse button is down.

    And not to do that when mouse is released.

    However, due to this bug the green sprite keeps comming towards the mouse after the player got his mouse button down and outside the iframe.

    Here is my CapX

    I wonder how to solve this iframe bug, if it has to do with that?

    Any help would be great!

    Kind Regards.

    Savvy001

  • <img src="smileys/smiley25.gif" border="0" align="middle" />

  • Hi!

    I use the iframe on my website to embed my game.

    I also use the mouse click event to move my sprite towards the mouse, using physics.

    When i click and hold the mouse and move "outside" of the iframe, and then come back "into" the iframe.

    The mouse button freeses on beeing clicked.

    This results in my sprite moving constantly towards the mouse.

    Clicking once again does not release it.

    Any tips how to solve this?

    Kind Regards.

    Savvy001

  • Hi.

    On my Iphone4 (ios6) i get no sound at all.

    Tried a friends Ipad2, it also plays no sound.

    Dont know what to do?

    Keeping the window up for a longer time doesnt work for me either.

    Desktop safari is working perfect.

    Edit: Solved!

    In the (touch to start screen) i have 1 condition that plays all sounds in the game 1 time at -100 volume.

    Then it loads the first level.

    After that all sounds function correct!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thats a great idear that helps me at this point.

    Thanx Ashly

  • Hi.

    Today i have 2 suggestions for Construct2

    1: A global 'is dragging' condition.

    (With this we can measure if "something" is being dragged, rather than needing to specify which object is being dragged.

    This comes in handy when we have lots of objects using dragging behaviours in a layout.

    So we can measure dragging in general when needed, instead of individual.)

    2: UI! Option to set the event editors scrollbar to the left side instead of the right side.

    (This enables us to work faster because most of the mouse clicking etc is done on the left side of the screen when in the event editor.

    If we want to scroll down faster then using the mouse wheel we need to use the scrollbar.

    So placing the scrollbar on the left side can be a great help in maintaining speed when eventing.)

    Kind Regards

    Savvy001

  • Ok i'l contact them again.

    Thanks for the insight.

    Kind Regards.

  • JohnnySix

    On your first question the answer is no, i havent tried it in the browser yet because im building for iphone.

    So i dont need to test in the browser anymore.

    On your second question the answer is also no.

    I have tried to set the volume directly in the "playsound" action with and without a tag.

    It plays the sound correctly at the minus volume, but all other sounds also drop in volume with it.

    And that is with or without their own tags.

    It appears that atleast on CocoonJs all sounds are now volume linked.

    So they need to become individual again.

    Normaly thats what the "tag" is for.

    Ps: Yes the new volume option is a gift the scirra team has brought us.

    It just needs a tiny bit of finetuning to make it realy perfect.

    Kind regards.

    Savvy001

  • Hi

    I use the new volume settings integrated in the latest beta build.

    When i set:

    play sound (MenuClick)

    Volume -20

    Tag "MenuClick"

    The sound MenuClick plays at the correct -20 volume.

    However, all the other sounds with or without tags also drop to -20

    Can u make this an individual volume instead of global?

    Im guessing it is supposed to be that, but it doesnt work that way.

    Im testing in CocoonJs so i dont know what the browsers do..

    Ps:

    The volume peaks are gone now sow the new method worked perfectly.

    Thanx for that!

    Kind Regards.

    Savvy001

  • Thats correct!

    In my humble insight i would say that "both" yours and my suggestions would be great implementations.

    Your solution is perfect for when a sprite has less then 15 events in its Ai.

    My solution is perfect for the really big event builds where we have up to 100 events per sprite.

    Having both these options would be super awesome because they work together to create a superfast build experience.

    I used Clickteams software to learn years ago.

    So i am siked about Construct2 utilizing so many similarities.

    It are these suggestions that would have a great impact, in these early days of Construct2 users.

    Kind Regards.

    Savvy001

  • Tokinsom

    Thats very close.

    However, what u are kindly submitting would "eventwise" build a 2 headed creature (if u understand what i mean by that).

    I use different Characters because both have different looks and are controlled by different players.

    Thats why i need them, not being the same object.

    If i however would build a Ai for 1 type of enemy like a Horde, then i would use your technique.

    newt

    The perfect use of groups is organisation.

    As in.

    Group = Characters

    Subgroup = Soldier 1

    Subgroup = Soldier 2

    In my current game i allready have a big character list.

    As seen in the link below.

    Those groups have subgroups for shooting, life, etc etc.

    http://www.vrijetoekomst.nl/NapalmRush/Characterlist.jpg

    The Groups is where the Ai is at.

    So in my simple logic it is also the source where i need this new function.

    Then, it all becomes "reusable" in a fast way, no matter what i program into the group.

    And because the "Ai side" has a source, which is the sprite it is connected to.

    I am hoping Scirra gives us the option to "relink" the source, to the Ai.

    Both in the condition and in the action at the same time.

    Then what remains, is a little tweeking here and there.

    I thank u both for the great help in making this understandable!

    Kinds Regards.

    Savvy001

  • newt

    To clarify the situation you are not shure of, just imagine this.

    A painter, lets say "van Gogh " wants to paint 2 paintings.

    Both paintings have a canvas, colors, perspective, beauty, etc.

    What van gogh also wants is that the 2 paintings have their unique differences.

    One of these differences is:

    The orientation of 1 painting needs to be to the left.

    The orientation of the other painting needs to be to the right.

    Van Gogh now starts painting his "first" painting, and when nearly finished he comes to his conclusion.

    "He needs to spend the same amount of hours painting on the second one"

    But this time, he also needs to put in all these slight differences.

    Spending all that time again is something van Gogh doesnt look forward to.

    He cant just walk up to a copy machine that says.. lets make a whole familie of the same paintings, that all look the same.

    Even when he would... he then still needs to "fix" all the differences he wanted in the first place.

    So "for van gogh" it has no use to go to the copy machine.

    In our case talking about Construct2 we "could make use" of a copy machine that enables us to make Group "clones".

    With this we can:

    Make a group.

    Build Ai in it for sprite player1.

    Then Clone the group.

    Then edit that new group.

    Then choose the option: Relink all conditions connected in this group from " sprite player1" to "sprite player2".

    This way it "could" be done in 5 sec no matter how much total conditions are in the group.

    We still would have to fix that sprite player2 runs left instead of right, because thats the difference we want.

    But only having to change "those" actions is a whole lot less time consuming, than first having to relink all of the copied settings from "sprite player1" to "sprite player2".

    Because when we copy paste a group at this point, the group doesnt know we intend to use it for an other sprite.

    But hey!!!

    "We" could tell it to the group right <img src="smileys/smiley20.gif" border="0" align="middle" />.

    This would make Ai Cloning perfect for the use in 1 project or multiple projects.

    Just building uppon the Ai we allready have.

    Van Gogh would say... Thats marvelous, i wish i had that in my days <img src="smileys/smiley42.gif" border="0" align="middle" />.

    The optimization is what i am talking about and handing over to Scirra as a new function of the event editor.

    Hope it makes more sense now.

    It was simply the best explanation i could manage at this point.

    Kind Regards.

    Ronny.

Savvy001's avatar

Savvy001

Member since 22 Jan, 2012

None one is following Savvy001 yet!

Trophy Case

  • 12-Year Club
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

14/44
How to earn trophies