Potato's Recent Forum Activity

  • faceyspacey, just wondering why you still decide to use HTML5 (with hacky fix) instead of using Flash right of the bat ?

    (which probably will give you better performance + no sound problem too)

    Is it because C2 is too awesome <img src="smileys/smiley36.gif" border="0" align="middle" /> ?

  • try to put this .htaccess in the same folder as your index.html (your game)

    content of .htaccess is something like this:

    AddType audio/mp4 .m4a
    AddType video/mp4 .mp4
    AddType audio/ogg .ogg
    

    from:

    http://www.scirra.com/manual/84/sounds-music/page-1

    hopefully that will work....

  • Joannesalfa: I know C2 rulezz... <img src="smileys/smiley20.gif" border="0" align="middle">

    btw... after searching on their forum, looks like one of the admin said GM Studio produce a native app (instead of using wrapper like CocoonJS/AppMobi)

    http://gmc.yoyogames.com/index.php?showtopic=532279&st=60&p=3914317

    All Studio targets are native so
    iOS, Android, Mac etc are native
    applications HTML5 is javascript native.
    
    No wrapper or anything going on.
    
    Russell 
    

    What i'm interested is how's the performance of their exported app compared to the CocoonJS/Appmobi version (it should be reasonably a bit faster right ? since it's all native and all that )

  • I wonder if their exporter is just another HTML5 wrapper (like PhoneGap/CocoonJS/Appmobi/Awesomium for PC/Mac) or an actual native app export ?

    If it's a native app export then it probably will run faster compared to the HTML5 wrapper version right ? (and no more sound problem ?)

  • Ashley, you're the best !! <img src="smileys/smiley41.gif" border="0" align="middle" />

    btw just wondering...

    1. When you say "Top-level events" does it means :

    Event 1
    --Event 2
    --Event 3
    ----Event 4
    ----Event 5
    --Event 6
    --Event 7
    Event 8
    Event 9
    

    If i destroy object at Event 4 does the change gonna be reflected on :

    Event 5, 6, 7, 8, 9

    OR only

    Event 8, 9

    2. Does the change also reflected on object IID ?

    or object IID will stay the same until end of event sheet. (when object got destroyed for real)

    So in the case of my circle example earlier:

    Circle IID will be 0, 1, 2, 3

    OR

    it will stay as 0, 1, 4, 5 ? (until end of event sheet)

    Thanks again Ashley.

  • capx:

    http://dl.dropbox.com/u/39382262/BUGS/ElseBug.capx

    <img src="http://i50.tinypic.com/2zg6ozr.jpg" border="0">

    Result:

    <img src="smileys/smiley5.gif" border="0" align="middle">

    myNumber = 11 and myNumber < 5

    Expected Result:

    myNumber = 11 and 
  • use local variable. first set it to sprite.count then subtract 1 every time you destroy sprite. in the end you'll have number of spritrs left in the same tick.

    but... but... but... it will be so much easier if Ashley is the one

    who have to do all the work for us.

    just kidding...

    yeah I can always do as your suggested ranma,

    also i can just slap a variable isAlive to the object on my own,

    and set it FALSE when the object is destroyed so that when i need to do a FOR EACH (i can just skip the one that is not alive)

    ok then... case solved, move along..... nothing to see here <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Ashley - Could it work instead like in CC where objects are fully created or destroyed at the next base event instead of at the end of the event sheet?

    This idea actually would works great too.... <img src="smileys/smiley20.gif" border="0" align="middle" />

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  • Ashley,

    After thinking about this, I find myself relying a lot on Object Count & For Each,

    and it would be awesome if i can get an accurate count of the object that still alive.

    so if it's not too much to ask can i request something like:

    1. Object.CountAlive = return a correct number of object that's not destroyed

    2. Condition Object is still alive / Object.AliveFlag

    so i can still do something like this when i need to:

    For each CIRCLE
    ---CIRCLE is still alive
    ------do something on CIRCLE
    

    Thanks a lot :D

  • Is it important to you when a particular trigger fires?

    hehe.. not really I'm just curious, just trying to understand how C2 works and how the events flow.

    thanks a lot Ashley.

  • Ah i see that's good to know, thanks Ashley.

    I thought a good event sheet user should do:

    • create explosion first
    • destroy the sprite

    or

    • save X & Y of the sprite
    • destroy sprite
    • create explosion on X & Y

    but oh well, at least i know how it works now :D

    I should be more careful when using Count, For Each & Picking using IID now <img src="smileys/smiley23.gif" border="0" align="middle" />

  • Not sure if this is intended to work this way, but i hope not.

    capx:

    http://dl.dropbox.com/u/39382262/BUGS/DestroyForEachBug.capx

    simple Event Sheet:

    <img src="http://i48.tinypic.com/aexfnm.jpg" border="0">

    Result:

    <img src="http://i49.tinypic.com/9a0mpw.jpg" border="0">

    Expected Result:

    • Circle.Count = 4
    • "For Each" loop only run 4 times and only for the alive object (skipping the destroyed object)
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Potato

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