jayderyu's Recent Forum Activity

  • It would be helpful if you could share the capx. The logic you described is sound in theory. So without actually seeing what's happening it seems more like guess work to solve your problem.

    However the tutorials may already have a solution that is being over looked

    Ashley's tutorial

    PS.

    no wait. you can't mix movement behaviours without finite control. you can't use 8 Way control to use on Platform behaviour.

    Platform has it's simulte control, using 8way will not work on the platform behaviour. Don't mix them. Good luck

  • use System -> ScrollTo (10,0)

    however I would like that feature too. having the dotted line box to represent the actual start position, would be handy for seeing the in editor view, when designing mobile games.

  • I like it, however I didn't find the formatting all that intuitive to read. Maybe it's just me of course, but maybe a format similar to this or similar.

    Tutorials

    If you're new, try a tutorial before asking questions in this forum. Tutorials cover a lot of basic ground and will get you going in Construct2 much quicker.

    The Manual

    Didn't understand something ? Don't worry ! The manual is your 1# official source of documentation , it explains everything as precisely as possible.

  • Never mind. I can spend 4 to 6 hours banging my head against the wall. Make a post and I have a reasonable change to find a solution in aproximatally 1 hour :P

    :P happy coding, but I have a solution

  • Well I did some changes. The 1px check helped. It mostly works the way the sliding blocks should. So no more borked layout. Except now there is one critical problem and could use some smoothing out :|

    The CAPX

    docs.google.com/file/d/0B0V2EvCXNzYUNUFUcFFtWDdvV00/edit

    The project is still relatively small as I'm working on it in my spare time.

    Working

    * Once block starts sliding the block must remain on the axis

    * A moving block should not be able to move through another block

    * A block should not be able to push another block

    * A block once released snaps to nearest grid position

    Problems

    * Blocks on the top sometimes get locked. Even though I have a 2px difference. The blocks stills can get locked in the top left corner.

    (try grabbing a block from the top right. Drag up, then drag left. Then try dragging down. Some times it locks :( remember to release between drag directions )

    * Dragging up "through a block" from below problem.

    While the above is a problem. This is one a major problem. When dragging a block up "through" another block above it. The block will slide right trying to move up. once the block reaches open space the block then moves up.

    * Not smooth

    For some reason when starting to drag the block to the right or down. The block often jumps 1/2px down. This is the possible reason for the locking. however it also looks bad.

    Now admittedly using platform and solids may not be the most ideal use, but it is an attempt to use already established plugins to do the work.

  • I've requested a parent child model implementation as did another. :(

    Your best bet is to continue using a model to store the UID. Non effecient as it is. it is the only option.

  • Well your post consisted of two questions.

    1. where is the code

    runtime.js after exporting.

    2. Read the code

    Here seems to be the the answer that's not being express well. The runtime.js is in pure English javascript code. It's as close to human visualization and readability as it can get. It's not in machine language, but in the language that some one with an editor would type out.

    The difference being is that C2 write's the code in an effecient form that isn't meant to be read by humans. It's still the same language, but it's as note and abbreviated form. In a pattern that the browser can interpret.

    That is the code created. There isn't anything else except for the source of exporter to js itself. Which is closed source.

  • Also becareful of variables and good structures.

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  • The code is in Javascript. It's also from what I can tell not orginized into game structures api. The result of the exported javascript code seems to be more like a direct minimalistic game. With a event sheet handler and layout handling.

    Afterlooking at it. I find it's not worth it.

    Anyways. To see the code. Export to HTML or CocoonJS. It's the runtime.js file you are looking for.

  • Last I heard is that CJS hangs in black screen on the Ouya. However CJS has updated since the last check and though requested no one has posted any news. Even if it did work CJS is closed source and have no way adding effective controllers. However, CJS team is working on Ouya support.

    forums.ouya.tv/discussion/comment/8065

    forums.ouya.tv/discussion/comment/8104

    forums.ouya.tv/discussion/797/fixed-webview-ouyacontroller/p1

    PhoneGap buttons are mapped to the standard Android controller which is crummy.

    0,1 is cancel and leaves the app

    3, acts as 0

    4, acts as 1

    left analog is not working

    and there are others that just don't work so well.

    It's in a horrible sate. However there are people working on it.

    rfisher(C2) is working on a phone gap controller plugin

    James320(Ouya dev) is working on a phone gap controller plugin

    psema4(Ouya dev) is creating a minimal Ouya wrapper

    If nothing is ready when my game is done. I'm going to see if I can work with Game Closure to add controller and IAP to that system. Though I'm hoping CJS will be ready when I'm done :P

  • I've personally found CocoonJS to encounter rare hit and miss layouts. I had one project where the game was running a cool 35fps on my iPod touch 4, yet ran at 0fps and hangs on my tablet. yet once I rebuilt the layout and event sheet from scratch. The problem went a way. There was no difference.

    Also my image that I used for the ipod touch was 960x640 and ran fine. How many objects are you rendering? For ipod4 I may suggest no more than 100 to 150.And keep on testing.

  • Param() is used to only get the most recent called function paramaters. Even other langauges don't let you get access to another function's called params. If however you are nesting function calls. Which can and does happen often enough. Then you need to continue to pass the param.

    -----------------------------

    some event

    Call.Function("foo", playerID)

    --------------------------------

    On Function("foo")

    do stuff

    Call.Function("fud", PlayerID, Array[playerID])

    ----------------------------------------------

    As noted, playerID is passed into foo. then foo passes into fud as needed.

    I've never seen a programming language that will let you access params from another function. If there is I could imagine that the language would have lot's of memory leaks and errs. Part of the design of functions is to isolate other params and variables from each other. So cross funtion params seems to work against design.

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jayderyu

Member since 11 Apr, 2012

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