jayderyu's Recent Forum Activity

  • "The Personal license

    All the free edition limits are removed with a Personal license. However, the rules for commercial use are different for individuals and organisations.

    Individuals may use a standard license for commercial purposes up to a revenue limit of $5000. Once revenues associated with creations made with Construct 2 exceed $5000 (including associated advertising/promotion) a business license must be purchased. However, no business license is necessary before that point.

    Not-for-profit organisations like schools, libraries and universities may use personal licenses to remove the free edition limits. Bulk discounts are available.

    Commercial organisations cannot purchase standard licenses: they must purchase business licenses."

    I'm pretty sure you can.

  • Rory will work. you can also do

    condition: on any keypress

    alertTime = wallclocktime + 10

    condition: every 1 second

    condition: wallclocktime > alert time

    -> do alert

  • Use ARRAY. This is what it's built for as you get a nice Download and Load feature using JSON storage. So it's a great way to use webstorage or AJAX.

    I can see you need a lot of data and I'm not sure if 3 levels deep is enough. I would suggest maybe an alternative storage model than 1 node = 1 piece of data. Check out the manual for Expression on strings and tokenate function. Tokenate splits string data by character.

    String = "name|x|y|gravity|wealth|minerals|foo|...."

    example = "Zebes|100|200|0.5|poor|low|hostile|...."

    so then you array can be

    Array[systems][planets]

    Or you can use Spritebank(plugin) which I think will store all your sprite data and reload them when you want.

    edit:

    By default browsers easily allow up to 5mb of data. Past that browsers prompt users for the website to use more data. However even at 200 systems * 10 planets. You will still have enough room.

  • umm. is the blue block automatically jumping the grey block?

    if the blue block has the platform beheviour. Then it has a lot of conditions pre built in. As in is(Moving/Jumping/Falling/Ground) on(Moving/Jump/Fall/Landed). It also has other criteria like unable to jump unless on the ground. So you are right the bluebox wont' jump without a Solid platform.

    As for second situation. I have a hunch it stopped moving because your greybox is unable to make the Y condition of 500(hower that happens) before it moves left. So since grey != 500 then no move left :(

    if you send your capx I/we can do more than just guess.

  • For your soundplay list. I'm not because I haven't played with sound much, but I assumed that sound files had both a name(unique) and tag(shared?). So that if you play by tag it would then just play all of them with the tag.

    I guess the best way is to experiment with that

  • procras get's it right

    en.wikipedia.org/wiki/While_loop

    I think you may have take the reference of "while" a little too literal in reference to the English language. While while() does make some sense in what you want. It's not used correctly.

    Use a while loop when you need compare condition. Also again procas is right. C2 has other caveats that allow development without a while loop. As a programmer I haven't used one yet in C2 though I have been tempted :D

    so yes. "While your in collision do this" which is what you have. The while goes into a loop until false. As your object is now in a true condition. It then does your action and THEN it checks to see if the condition is true again. Which it is because your object is still in collision. Then it does the action, then checks the condition.. so on infinitum.

  • I believe you need to export as an HTML. I don't think you can just copy the project folder to drop box.

  • I'm not sure. But... try a different browser. I thought that IE does not play well with HTML5 standards.

  • That's very interesting. I haven't tried much, but my 5 bouncing balls get's 60fps consistently.

    However that's consitently not always. On rare occasions I would get a hiccup and it would drop to 20 or less fps for just a moment.

    This was on iPad2 IOS6 and iPod Touch 3g IOS5.

    so there might be something very specific going on that causes this drop.

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  • If your going to use touch I found it much better to not bother with Mouse. Also I found that when using touch it's best to use Touch to get the original contact position then use a Drag and Drop box.

    ie

    Touch on touchobject

    dragbox set position touch.x and touch.y

    dragbox is dragging

    -> paddle.x = dragbox.x

    that way when you release touch your paddle should stay still as your not constantly setting position by the touch, but instead the dragging box.

  • Interesting, but ok. I think there was a step I missed. I agree. I wouldn't think it should have any effect on it at all. Though the result seems to occur on all my devices I test with.

    I made the capx simpler just to show a single sample rather than show that it seems to effect all the DnDB objects. I moved the controller stick off for the testing purpose and I put the stick in the folder.

    same location, same file name, but modified

    CAPX: dl.dropbox.com/u/14087254/DragAndDropBug.capx

    Not working sample(default)

    put finger(mouse) on large grey circle(not the red stick)

    Red stick will move to finger(working)

    move finger. The red stick does not follow(not working)

    Working sample

    Take stick1 out of folder

    run sample

    put finger on large grey circle.

    red stick moves with finger.

    It's important that what is being pressed is the large grey circle and not the red stick. Pressing the large grey circle moves the stick to the finger and starts the drag and drop.

  • I have a question. Can this be done on IOS and Android without the WEBGL effects?

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jayderyu

Member since 11 Apr, 2012

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