vee41's Recent Forum Activity

  • well thanks but i've seen this already and it doesn't work really because every time you change the level the same level comes out i would like to change it.

    thanks for you help

    Post your .capx, will make easier for us to help you.

  • Ashley

    I seem to have run into this as well, here is the project it appeared in: Problem project

    Seems that allowing the security stuff in chrome does load the fonts, posted about it in the thread I linked.

  • Here is a little side project I've been distracting myself with for a little over a week now. I give to you; THE AWESOME BALLS! (google chrome or firefox recommended)

    Not only does the game have totally AWESOME name, it's totally a basic blockbreaker game! :)

    In the near future I plan to add high score lists, perhaps some more content as well. Most of the 'art' is by me, and as anyone can see, I am no artist. :P

    If anyone capable has any interest in drawing... well, blocks and stuff for the game I would not mind at all.

    Known problems

    There seems to be a problem with webfonts and chrome, so fonts might reset to something I have not intended them to. Clicking on this little icon in chrome seemed to fix it:

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

    Game uses WebGL heavily, so playing with IE will probably cause you to burst out in laughter and swear that your 6 months old kitten could have drawn better graphics. :)

    Sounds need a preload, the first time you load the game they seem a bit choppy.

    Heres a screenshot:

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

  • Here is an quick example I made:

    Fireworks example

  • Using containers would simplify your code a lot. No need to create sparks or pick them separately as they would be automatically created/picked/destroyed with the firework sprite.

  • Hey Vee,

    Thanks for the response. Sorry to sound ignorant, but can you kind of walk me through what each of these lines are doing? I'm a bit unfamiliar with tokencount/tokenat/loopindex/append :P

    Heres an example I made earlier, pretty much the same topic: Selective destroy example

    Hopefully you can see the general idea there, it's quite simple really :)

  • > Instead of having a global variable like that to handle things, why not put the function calls directly at the event that is triggered by the spacebar press?

    Thanks, I tried that and it didn't work <img src="smileys/smiley36.gif" border="0" align="middle" /> I also tried having the variable switch to another number before picking a random number, but it didn't change anything.

    Worked for me:

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

  • That is due trigger once event at 29 and 30. It triggers only once when the conditions are true, so unless the variable changes to another one in between it does not call the function. Instead of having a global variable like that to handle things, why not put the function calls directly at the event that is triggered by the spacebar press?

  • Not really, put them in container and it all works pretty smoothly. :-) I'm not familiar with your particular case of course.

  • Here is an example: dl.dropbox.com/u/19921470/pick_by_index.capx

    EDIT: In your project you are comparing string (the list) to int (index), that is why it fails.

  • Assuming sprite.index is an instance variable you defined yourself, you can do sprite.index=tokenat(..). Its compare instance variable in sprite conditions. If you use uids in your global list, you can do pick by unique id.

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  • vee41 - does C2 minify/obfuscate strings on export?

    "Walking", "Running", "Crawling" may be 100x easier to read, but they're 100x less efficient when doing variable tests (i.e. if state="walking" rather than if state=2)

    In most languages, this is exactly why you'd use enums...

    tanoshimi

    I highly doubt there is anything relevant performance in how you do comparisons. To me it's about usability and managing your code. :) The way Ashley has described C2 performance, it should not really matter how you handle simple comparisons as performance bottlenecks are always somewhere else.

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vee41

Member since 12 Apr, 2012

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