joeykid6's Recent Forum Activity

  • I agree. Ever since I stumbled upon it, I have been recommending C2 to anyone who will listen.

    Please don't get discouraged you guys!! You are making groundbreaking software. At the risk of sounding hyperbolic, I think that when C2 gains widespread use it could be one of the landmark events in the history of video games. This is the software that has the potential to bring game design to the masses.

  • Hi Carminielloz,

    I'm not totally sure I'm answering your question, but...

    Setting Fullscreen in Browser to "Off" means the game window size is set by the "Window Size" property in the Project Settings. You'll find it a couple of lines up from the Fullscreen in Browser property when you click on the main project folder.

    You can set X and Y dimensions.

    Hope this helps!

  • You might try storing the text as JSON. You could use this plugin to move it in and out of C2:

    http://www.scirra.com/forum/plugin-load-json_topic50331.html

    I think there's also some native support for JSON in arrays as of R87.

    To make the data easy to deal with, you could create a database and have it spit out text chunks in JSON format. If you use something like Ruby on Rails...

    http://www.rubyonrails.org

    ...you could create a basic CRUD app to handle the data pretty quickly. When you're ready you could output the data into .json files which you could store in a folder alongside the C2 code. Or, if you can store the database online, you might be able to access it with AJAX requests. I don't know much about C2's AJAx capabilities, though.

    There's some initial overhead with this method, but it would make data entry and keeping track of the structure much easier.

    Edit: There's also XML support in R87, and Ruby On Rails will spit out XML as well. XML has lots more overhead than JSON, though.

  • Nice work on this. I've been struggling with vertical platforms and your code has really helped me out.

    I took Yann's revised example and added an event so that jumping off the platform is now allowed.

    Here's the capx:

    http://dl.dropbox.com/u/47015043/construct2/cleaned_VPlatform.capx

  • Thanks for the quick reply, Ashley.

    All of what you say makes sense to me; I suspected something along those lines. I knew the 'wait' didn't block the event, but it didn't occur to me that 120 'wait' statements were queuing up. Now I understand why the crash happens even when I isolate the sound in its own event after the variable change. The wait cycles that are queued simply reset the variable. I moved the variable setter to before the 'wait' in the event and now the whole thing works perfectly and makes sense.

    I went ahead and posted a comment in the 'wait' tutorial to clarify this in case anyone else runs into it.

    Regarding the audio crashes: I truly hope you didn't see that as a criticism. Please know that I love C2 and am singing its praises to anyone who will listen. You guys are doing an absolutely wonderful job, and I can't wait for the browser folks to catch up to you! The only reason I highlighted the crashes in the post was to make sure that no one else inadvertently experienced them.

    Please feel free to move this whole thread to "How Do I?" and rename it if you think that's appropriate.

    Thanks!

  • Hi All,

    I'm pretty sure this is a bug, but please accept my apologies if I'm misunderstanding C2. I've tested this on FF 12 and Chrome 18. Specs are in the sig.

    The basic scenario is that I have a platformer land on a box. Normally, landing on the box produces a sound and animation event. However, when the player lands on a certain number of this type of box, a variable is set which triggers events to suspends player movement/scroll, then play a sound, then scroll to a new location.

    I've created a stripped down .capx to show the sequence with only one box (as though this box were the last one required to trigger the sequence). When the player lands on the box, there is a two second wait, but instead of playing the sound once, the sound is played repeatedly until the audio driver breaks or the browser is shut down.

    Interestingly, this problem happens whether you leave the sound in event 4 or drag it into event 5. It seems like it might be buffering two seconds worth of actions (120 sounds) and then trying to play them all at once, but this is just a guess.

    For safety, the .capx I've uploaded has the wait action disabled. In order to reproduce the problem, enable the wait action in event #4, then land the player on the box.

    WARNING!!: With the wait action enabled, this .capx has crashed my audio driver a couple of times. I've had to quickly close my browser once the sound starts to avoid more crashes.

    Here is the .capx:

    http://dl.dropbox.com/u/47015043/audio-test-new.capx

  • Thanks Ashley! That should go a long way toward solving the problem.

  • Is there any way of reusing images for duplicate frames to reduce project size?

    I'm trying to use two animation frames to create a complex flicker effect (one frame for 'off', one for 'on'), but I need to duplicate them each several times to get the right timing (the total animation is about 18 frames). It seems that C2 creates a new image for every frame, even if the frame is a duplicate, so the project size grows quickly as a result.

    Any way to force reuse of just the two images? Or, is there some alternate way of creating the sequence that I could try?

    --Joe

  • aridale:

    I've been wondering the same thing, so I just tested parallax scrolling above 100% on a foreground layer in front of the field of play. It seems to behave as expected. I tested up to 200% on both X and Y and it worked fine (in FF11 at least).

    --Joe

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  • Appears to be fixed in r87. Thanks, Ashley!

  • OK,

    I figured out a structure which gives the desired behavior without the error.

    Here are images of the error structure:

    <img src="http://dl.dropbox.com/u/47015043/error.PNG" border="0" />

    ...and the no error structure:

    <img src="http://dl.dropbox.com/u/47015043/no-error.PNG" border="0" />

    Maybe it's possible to raise a warning flag in C2 for structures that appear valid but which create bad loops (which is I think what happened)? Although maybe I'm still just getting used to the ropes of C2.

    --Joe

  • I've isolated the problem. Subtracting from the "PlayerFuel" variable (in Event 14) causes the hang. Not sure why, though. Maybe it's a race situation where it subtracts faster than it can update?

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joeykid6

Member since 22 Mar, 2012

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