jayderyu's Recent Forum Activity

  • You can also mix 2D and 3D. Also having 3D does not mean the game isn't played in 2D. 3D rendering can be treated and used a sprite. This offers a lot of possibilities.

    Yes I would also like to see WebGl effects. I suspect CJS will support GL effects :)

  • Phonegap doesn't really do canvas acceleration. Stick to CocoonJS.

  • I've had the same desire. I want to eventually create a 2D game world similar to that done in Grand Theft Auto China Town Wars. Ok that game used 3D. But the game was played in 2d. Also GTA1 and 2 both were in 2D.

    I have no solution, but I've been thinking about Sprite.URLLoad the image. The sprites instances are re-used else where. but this also required a level designer to track all sprite re-use, shifting and object loading :| and I have no idea if the image will still stay in ram from URL loading. It's just a plant to try out someday.

  • Just a thought

    on EveryTick

    Player.x < 0

    -Player.x = Layoutwidth - 1

    Player.x > Layoutwidth

    -player.x = 1

    repeat for Y

    Also set Layout property Unbound scrolling to yes

    layout your background images outside of the layout so that they render(ok I have never technically done this)

    Player Sprite

    give behaviour ScrollTo . that way the game always keeps the player centered.

    based on what I read. I thin this is what your looking for.

  • You rock too White Claws. So far I haven't seen the problem occur at the start. I still get over framing elewhere, but not on the start :)

    Actually I've mentioned it to Lucid before and it is being looked into, but it also has something to do with just how C2 handles on Startup.

  • I could be wrong, but I thought I read last year that C2 was ok to use over FTP or shared Dropbox. That was the benefit of using caproj over the zipped capx.

    Though I wish I was in your shoes to have some mates work with me on a project :P

    edit: NM. I had this up for 10 minutes afk before posting this. All answered.

  • Actually I didn't know about this entire theory of Wait0 at the end of the first place. While I can't see much use for it. I might have one.

    Spriter

    There is an odd quirk in Spriter. let me explain it. Hopefully clearly :P

    * there is no way to set animation values in a Spriter object properties.

    * a spriter object upon creation will start animating

    * animations animate forward unless setspeed ratio is set to -value

    * cannot stop animation until it's initialized AFTER OnStartup is finished. It has something to do with the Spriter initialization association. Often this means until After the first tick of the object creation. You cant' stop the animation :(

    Now this creates an annoying occurance for me. My main menu for my Ouya game is done in Spriter. What often happens is that since no Spriter.StopAnation cannot occur until tick 1(ie after tick 0) the animation is already started. So when I set Spriter.AnimateToKeyFrame(0). The animation cycles through all the keyframes until it reaches the end and then hits 0. this really is frustrating.

    I'm wondering if Wait0 might help with this.

    ...........

    ........

    .....

    ...

    .

    well after two dozen tests and forced reloaded(ie play button). that seems to have done the trick... Thank you Wait0. You rock :) I will see if it holds out after many more dozens of tests :)

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  • jayderyu Your method of using drag & drop worked like a charm, but I'm trying to limit the area available of deploy. So I'm trying to make a condition, to only place the turret if is overlapping a sprite. It works, with the exception that if it's not overlapping, just leaves the DD icon everywhere else, you know what I mean? Maybe there's a more logical solution to this. I hope you can share if that's the case :D

    Thanks!

    Luke

    Let me break this down into parts as I seemed to not convey what I was trying to get across last time about this part.

    So I'm trying to make a condition, to only place the turret if is overlapping a sprite.

    ok awesome. so the sprite puts down when on a allowed sprite.

    It works, with the exception that if it's not overlapping, just leaves the DD icon everywhere else, you know what I mean?

    No. I don't know what you entirely mean. What I'm reading is that if you try to let go of the DD object on a nonsuccess point. The DD icon is left somewhere. Where is it being left. Are you destroying the Icon upon release and failure to put down.

    Maybe there's a more logical solution to this. I hope you can share if that's the case :D

    If I can I will.

    Mouse.OnDown

    -> Is Mouse overlapping TowerIcon

    --> Create Icon

    While.OnDown

    -> TowerIcon.XY = MouseXY

    Mouse.OnRelease

    -> Is Icon Overlapping DeployAreaSprite

    --> Create Tower DeployAreaSpriteXY... bleah settings

    -> Else(ie not overlapping)

    --> Destroy Icon

    Past this. I'm not sure where I can help. You can share you CAPX, but I'm using the last stable release 119. You can share a picture of your event code also.

  • None of the ideas will work well unless it is tracking the Function names anyways. Also with the replace method, then it becomes more type safe.

    I agree that you won't be able to use a Function until it's created in the OnFunctionCall, but right now I can't use a variable until it's declared first. So I don't see difference.

    I will agree that a dropdown list could get very large. I lost cout of the number of funtions I have :D sooooo maybe a drop down would be less effective :D. Then again if you can have more than one function plugin installed, with each being renamed to a theme of use.

    Anyways. I'm backing up the idea that assistance with handling Function naming would be a nice benefit. in the mean time I'm going to work with the object.varfunction = name model :)

    I have spoken my piece :) thanks for listening :)

  • In the mean time. You can still get around by doing another method to get type safe. Use instance variables

    This would be set up in the setting of the object.

    Object with name of [foo]

    foo.DoDamage = "DoDamage"

    foo.TakeDamage= "TakeDamage"

    On FunctionCall (foo.DoDamage)

    On FunctionCall (foo.TakeDamage)

    Condition whatever

    --Action > Function.Call (foo.DoDamage)

    under this model. You are using variables which are typesafe. these variable store the string for the function calls. So if you do change the variable name or function string name. The changes are global to the event sheets.

  • The way it is now is no different than comparing a string under system compare. Imagine having made the mistake of testing some text with capitols in it. That kind of mistake happens all the time.

    I can bet you'll not make the same error soon however.

    Within C2, which is what we are talking about. Not actually text based code editing. C2 has numerous typesafe guards to reduce syntax errors. Which is the great strength of VPL based tools.

    In your example your making a comparison of

    "string" == "string"

    But that's not the case in C2. When comparing variables as a condition. The variable is drop down. Even if the variable is a string.

    Event Compare [Variable] = "string"

    In this case, 1 side the comparing variable side is typesafe. There is no way to make an error using the wrong variable. C2 never let's the developer use the wrong variable.

    Not only that. in C2 if you do

    Event Compare 2 values

    var1 = var2

    or

    Action > set var [ var1 > var2 ? var1 : var2 ]

    both vars must be spelled correctly for C2 to validate. Even in the typed expresion of embedding a logic code C2 requires that the name of the variables be valid before the action box can be closed.

    We know that syntactically that Function calls are just straight string compares, but thats the same for variables. So why not typesafe Function strings.

    Programming requires 3 primary components

    variables

    code flow(if, else, while, for, case...)

    routines(Functions, Methods, GoSub)

    Variables and Codeflow are type safe in C2. So why not typesafe the Functions?

    to achieve the goal of typesafing Functions. The Function Plugin would require a shared list. The list would be composed from the Event OnFunction. That way C2 can check string for validity when the expression Function.Call("check this string") is used in an action.

    It's totally doable and within C2 syntax safety makes a lot of sense :)

  • C2 has the tech. I'm not sure if CocoonJS camera is suable hwoever. Check it out. If the answer is yes. then C2 is good to go.

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jayderyu

Member since 11 Apr, 2012

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