clrammer's Recent Forum Activity

  • Thank you very much!

    I took a peek at the Trambo facebook page. Looks pretty cool. Is there a demo I can play right now or do I need to wait until Jan 30th? :)

    Also, going with my noob theme I mentioned above, how did you get a hyperlink in your signature? I tried using the URL code, but it showed all of the code in plain text when I tested it out.

    Thanks!

  • Hi all,

    Wanted to share that Sigmag and I got our first app in the Apple store. We also submitted to Tizen, so we'll see how that goes.

    Not much to say other than we were complete noobs when we started and we've upgraded to just regular noobs now. So, if you're a noob reading this and wonder if you can get an app in the store....you can! We're extremely happy with C2, the community, and especially Ashley (and the Scirra team's) vision and commitment.

    We're hoping to build on the AL series and open it up to Android using Crosswalk

    **EDIT 7/15** Links to latest update:

    Free: Early Literacy Lite

    App Store

    Google Play

    Chrome Web Store

    Paid: Early Literacy

    App Store

    Google Play

    Chrome Web Store

  • Ashley

    Except for the fact that the decision to use the XDK is a Cloud Compile system with a 25MB cap limit. Which makes the memory management useless. If your game is 25MB total. You don't really need the memory management do you.

    Just to clarify, the 25 MB represents the packaged (download) size of the app, which can be very different than the RAM usage of the app. Our 17 MB zipped app actually uses about 100 MB of RAM. We've done everything we can (short of just chopping out content) to bring this down from our original RAM usage of about 300 MB. We have about 10 layouts, each requiring less than 10 MB of RAM, but we're held to that 100 MB total upon loading which stinks. The app runs, but it takes forever to load, and we would benefit greatly from better management.

    That said, I'm not saying the cloud compilation is the ideal solution, but I'm very happy that we have another option even though Android is our secondary platform, with iOS being the primary.

  • Do not do that, it will be incredibly slow! You can already pass objects to functions - just pass the UID.

    Seems I learn the right way to do things by process of elimination... :)

    Also, andreyin , I was thinking create a new object and then on the next line import all the properties from the saved JSON string, effectively making a clone in two steps. Clearly, this is the long way of doing it!

  • In the r151 change log, Ashley mentions this about the new AsJSON expression:

    "...as well as other useful things like setting one object's state to another's."

    If I'm thinking about this correctly, could we simulate passing an object to a function by doing this:

    1) Store AsJSON data of object to a string.

    2) Delete object.

    3) Call Function, passing AsJSON string as a parameter.

    4) Inside the function, create replacement object from AsJSON data.

    5) Manipulate new object based on whatever it is the function is designed to do.

    Of course, I'll be experimenting with this, but I'm too impatient to wait until I'm home from work. Thought I would toss it out there for others to comment on :) Thanks.

  • It's possible we're misusing or at least overusing Trigger Once. We have some state variables and we want to trigger actions when the state changes, but not every tick.

    For example, a story book where the user can pop back and forth between a page in the book and the main menu where they can choose different books. Our code had been tracking "inStory" as a state variable and when it was equal to 1 we would note the page number and spawn art assets on the page. inStory was set to 0 when the user was on the main menu, and 1 when in any story. We had this controlled with a Trigger Once which was working fine until we decided to better organize our code into Groups and implement a help system that deactivated certain groups while a pop up was generated.

    Naturally, we were surprised to discover that after exiting the help pop up and reactivating groups, we now had twice as many assets on our page :)

    So, to directly answer your question, I was operating under the assumption that Trigger Once would only allow the actions to be executed when the trigger variable changed, and under no other circumstances. I'm not saying that's necessarily the right way, but that was the reason behind my bug report.

    Since the time of my post we have restructured and are hopefully using better practices now. It's been a wild ride these past 8 months coming from total noob status to somewhat decent C2 user, but we're discovering every couple weeks that some of our practices are not the best way to do things!

    Thanks for your time as always ASHLEY.

  • Thank you for the quick reply, ASHLEY. Perhaps that could be added to the manual for Trigger Once and/or Groups? In the manual for Groups, there is a tip that deactivation can be used to pause the game, but if many conditions exist that you wouldn't expect to trigger again when the game is unpaused, there can be some mayhem :)

    I was afraid this was by design, so I've already reworked my groups to account for it. Thanks again!

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/142089028/TriggerOnceExample/TriggerOnceExample.capx

    Steps to reproduce:

    1. Left click the yellow box

    2. Middle click the yellow box

    3. Right click the yellow box

    Observed result:

    The black box flashes after step 3.

    Expected result:

    The black box should never flash again after the initial left click.

    Browsers affected:

    Chrome: yes

    Operating system & service pack:

    Windows 8

    Construct 2 version:

    150

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  • We ended up resolving this issue by applying the Set Color WebGL effect to a layer and moving the SF to that layer when we wanted to color it. In the screenshots above we were trying to apply the effect directly to the SF objects. I'm pretty sure this is advice that was given in numerous places on these forums, but we like to do it wrong and get frustrated and then try it the right way I guess! :/

  • Blacksmith

    Thank you for the reply! We were able to get into the app store specifying only 720x1280, but I'm wondering if it will affect chances in the competition. I didn't see anything in the rules stating that winning entries must support both, but I would also hate to be passed over for it without knowing. Just throwing it out there in case anyone had read anything. I have a question in to Tizen support as well just so I can rest easy that I asked :)

    Thanks again.

  • My version:

    4. I have added feature to config.xml

    http://tizen.org/feature/screen.size.normal.720.1280

    http://tizen.org/feature/screen.size.normal.480.800

    (in other case your WGT will be rejected during WGT upload to Tizen Store)

    Can anyone confirm if it is required to support 480x800 or is it ok to only support 720x1280?

    Thanks!

  • simwhi

    Thanks a lot for the feedback. Just a heads up, you might be subject to the audio delay. I say this because audio is fine in the Web Simulator for us. I have not tried the emulator. We actually decided to rip out button clicks and only leave in the audio that is critical because the ~0.5 sec delay on all sounds was too distracting. We're hoping the judges are aware of the bug since I don't believe we can do anything about it!

    Also, we decided to make our own KB as well. In retrospect, we should have done that from day one given our desire to develop for multiple platforms.

    Thanks again and good luck to you!

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clrammer

Member since 22 Apr, 2012

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