jayderyu's Recent Forum Activity

  • Until an in engine solution is created. I have another suggestion.

    Use and Array, but not the Array fields. An Array is considered a global object. An Array can have variables. There can be more than one Array. So let me write a psuedo example of what you can do.

    This is your array object. It has the name Colour

    Colour // this is your array object

    var fnPickColour = "colourPickColour"

    var fnGetColour = "colourGetColour"

    var fnFoo = "colourfoo"

    this is the sample OnFunction Calls. Ie the function event. Instead of writing out a string. Instead you reference a variable.

    OnFunction(Colour.fnPickColour)

    OnFunction(Colour.fnGetColour)

    OnFunction(Colour.fnFoo)

    When calling the function. as you can see now. Your not writing a string.

    Function.Call(ColourFn.fnFoo)

    Best of all if you

    Function.Call(Colour.fn)

    a drop down list of the variables stored in the arry(with the array function expression). By putting somekind of camel hump notation after the period similar to fn(FuNction) the dropdown list will sort out.

    It's not perfect, but it does work. Also it also requires the developer to create the functions prior to there use.

  • touch.index has near 0 relevance to multi touch gaming. it's only possible use is when you specifically want to organize based on a touch system of reducing and eliminating touches on a 0 based.

    I cannot imagine any game where touch.index will be of use that isn't related to music.

    prior to touch.touchID and touch.XYForID it was impossible to do multi touch input. Ashley gave it a try when I pushed subject on the difficulty. Thus now we have touchId. Still appreciate it :)

    and yes excal it is sorta in a situation where you need to just get it right. I spent a month prior to touch.touchid and ForId to get dual analog working. I ended up using drag and drop behaviours instead of touch.index(as that was only natural multitouch available). It worked but it had a funny bit where the DD objects could not be stored in a sub folder for sorting :(

    It's sorted out now.You can have dual/quad/hex/oct analog based controls now :P

    =Group whatever=

    var static tid = -1

    onTouch Hudleft sprite

    tid = -1

    -- tid = touch.touchid

    isTouching hud leftsprite

    tid => 0

    -- do your analog stuff

    -- use touch.AbsoluteXForID or touch.XForId(you need to use ForId)

    endTouch

    touch.touchid = tid

    -- end touch stuff

    -- tid = -1

    maybe you can minimize your capx and share it. I can barely effectivly read the images

  • Left Analog

    var tid

    OnTouch left analog

    tid = -1

    -- tid = touch.touchId

    isTouch

    tid = touch.touchID

    -- do stuff

    EndTouch

    tid = touch.touchID

    -- end stuff

    -- tid = -1

    I think I put up a link on the other thread Excal

  • Zooming, you can use zoom with SVG and retain qaulity of image. Where as in raster to maintain quality requires different sized images.

    While the internet is faster it can still take an unwanted amount of time to download a 200MB game to just try out.

    Filesize is still important to web based distribution. Since graphics often take up the most file size. The change of graphics to SVG can move some games a minute to play to seconds.

  • It looks like your trying for dual analog

    If you can make sense of the tutorial page

    scirra.com/tutorials/398/touch-stick-controllers/page-3

    Also you can download the tutorial capx

    scirra.com/tutorials/398/touch-stick-controllers/page-5

    Hope any of this helps, but the tutorial was created to get touch analog sticks working. Including dual analog. Good luck.

  • Entity changing would be awesome. All that ability to swap weapons and head types would be awesome :)

  • As a hint. You as the programmer. Your time is of worth value to. While there seems to be more programmers than artists. This does not mean your time is worth nothing. Don't devalue yourself.

    Draw your contract and stick to it.

  • That an interesting subject. I like this model of programming. Object Selection with command based coding. It allows a lot of avoidance of syntax errors and is usually clearer to notice errors.

    After using C2 coding model for a while. I checked up with other VPL(Visual Programming Language) and found they are visual node base. Similar to flow charts. After looking at some of the work. I can't imagine any robust game using visual nodes. It looks like it can get very unwieldy quickly.

    Saying that however, I have purchased uScript and Playmaker for Unity. Playmaker is more VPL. It looks from what I can tell that Playmaker is while visual node base. Is also more traditionally Object structured in presentation than C2. Which means that it should be possible, but you should be very, very careful with your structure.

    I personally don't think C2 should not go visual nodes. I don't believe it adds a whole lot. I find C2 Eventsheet a wonderful balance. I wouldn't mind a little more Object presentation structure like GMS. Where I can click on my Sprite Object then I'm shown all the Sprites Events; rather than click on a sheet.

    .... that might be interesting. EventSheets hidden and orientated to the an Object directly. So clicking on PlayerSprite would bring up the PlayerEventSheet. I sorta like that :D but not needed :P

  • C2 games are not built to run without a host server. If index.html runs at all without a host. I'm going to guess that your FF and IE is set to allow unsafe code execution. If you want to run unsafe Chrome there might be an option for that.

    However, C2 games aren't built to run locally. They are built to be served by a web server.

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  • Looking at the sample images. I thing this would be a very helpful tool. A visually integrated pathing system.

  • Do While is just an extra syntax depending on language. You need to just use while with a condtion

    While

    count > 0

    --- count - 1

    so yes you can.

    Manual scirra.com/manual/124/system-conditions

    it's in there somewhere :D

  • nfarina.com/post/34302964969/a-lightweight-xml-document-class-for-nodejs-javascript

    In the meantime? There should be other XML parsers that are not using the built in system. It should be possible to substitute the missing native parser with an actual JS parser.

    I'm also dependent on Spriter/CJS in the near future. No option, no work around. So I'm very invested.

    it's interesting. I wrote a JSON parser before I even new JSON existed. Amusing story really. I was at the time needing someway to store my level data and test scenes in 3d. I found the overhead to have to compile a new scene test annoying. I recalled I really liked CSS formatting style. So I wrote a parser for CSS. Then I discovered JSON :D

    I also had a friend who wrote an XML parser in the earlier days of XML. These aren't rocket science to write. In fact there should be some already. Native to JS. It shouldn't be all that difficult to as mentioned. Substitute all the missing XMLParser object with some one elses.

    If CJS isn't out by time I reach the point of no progress without it. Then I will look into doing this. Fortunately most of the technology has been just a little ahead of my needs :)

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jayderyu

Member since 11 Apr, 2012

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