vee41's Recent Forum Activity

  • I've noticed that icon if you are accessing your game through HTTPS and using external webfonts. Clicking that icon and giving Chrome access to the files seems to fix it (this was related to the weird localhost fix on the previous page I posted at squidster). However it doesn't seem to fix the fonts when they are local webfont files.

    boolean, that's it in my case, thank you! :)

  • I just tried to recreate this in an empty project with minimal objects/events. Turns out the 'on flash ended' condition doesn't even show up for the new project!! Definitely bugged.

    My original project:

    <img src="http://i.imgur.com/p1J2jpm.png" border="0" />

    The 'new' project I was creating to reproduce this problem:

    <img src="http://i.imgur.com/thBWzS0.png" border="0" />

    Can someone please move this to the bugs forum? Seems like something went wrong here and I can't even use the 'on flash ended' condition.

    On the lower image you are adding condition to lower level. You usually shouldn't add a trigger (something that 'triggers' from something that happens) anywhere but top level of an event.

    EDIT: Tested it, works well for me. Take the trigger event in lower level(under the playerhit condition) of your event and move it as top level event.

  • You can do that by having a screenwide black image (use 1x1 tiled background) that you gradually fade in after you have triggered your layout change event. After that you wait for black images opacity to reach 100, switch the layout, and have a similar black image there which you fade fom 100 opacity to 0. You can see it in action at the game in my signature :)

  • I guess simply put are the created/destroyed events independent of event ordering..?

    How events work

    Since triggers run upon an event happening, they aren't checked in top-to-bottom order like other events. This means the ordering of triggers relative to other events is not important (except relative to other triggers of the same type, since triggers still fire top-to-bottom).

  • Here is another example:

    Random grid spawn

  • Hi,

    my current project has a lot of global variables. It is being designed for desktop only.

    Does the amount of global variables have any adverse effect?

    Is there any advantage to using more local variables or arrays instead.

    Also the status bar on C2 tells me the current memory use for this project is around 74mb.

    Is that good or bad or does it make no difference on a desktop project?

    Thanks

    It doesn't matter memory wise which kind of variables you use. Pretty much only difference between global/local/instance variables is visibility; using lots of global variables where it is unnecessary makes things really hard to control.

  • Use arrays/dictionaries. The data structures behind them are (probably) the most efficient for the use anyways. If you want to build a tree structure of some sort, you'll probably do it as a list anyway and use functions to read/save items as a tree.

  • You could have 'level' instance variable in your sprite, which defines which level it is. Then create an event:

    at start of layout

    for each sprite

    .. set animation frame to sprite.level

    This assumes all the frames are in correct order, so frame for level 5 is fifth and so forth :)

  • I really like the concept, Frozen Synapse like mechanics are always welcome in my mind! :)

  • The latest builds of C2 are showing webfonts again for me - are you using the latest Chrome? Might have been a Chrome bug they quickly fixed.

    Ashley

    I tested on 2 different computers, both running latest chrome update. this is what happens:

    The font does not load, untill

    Here is the wrong font:

    <img src="https://dl.dropbox.com/u/19921470/ab_bad_font.PNG" border="0" />

    Here is what appears after I press that little shield icon at top right:

    <img src="https://dl.dropbox.com/u/19921470/ab_good_font.PNG" border="0" />

    Perhaps this is some security setting I've enabled, but pressing this shield icon fixes it:

    <img src="http://www.sheffield.ac.uk/polopoly_fs/1.255150!/image/uPlayerChrome_1.jpg" border="0" />

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  • Here is less complex way (and you wont need to use physics objects!): Bouncy Balls

  • You can:

    1) Create two different array objects in your project

    2) If your data is 1d or 2d, you can use 3d array

    3) Create separate instances of same array object and refer to them via UID you store during creation, or IID: array(0).at(0,0) or array(1).at(0,0)

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vee41

Member since 12 Apr, 2012

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