dEspadas's Recent Forum Activity

  • Sorry been very busy lately, new job, family, work, courses, etc. When I get chance I'll look into this.

    Hi 00Rez, no problem at all, I imagined that you might have been busy! I myself had been busy the last couple of days and I did not push my project far, so there were no reason for me to try to hurry you.

    I've tested the project a little, and it seems that it is something related to "diagonals", not sure if it is of any help. If I choose "no diagonals", it behaviors as expected, never entering any of the blocked paths. Unfortunately, the "no diagonals" path tends to form very long, and ugly, stair-shaped paths on many situations, so I was avoiding it.

    I am also using "moveto" behavior, might have hit some corner case with the use of both together, I dunno.

    Anyway, thanks for you attention!

  • I would suggest you to check Khan Academy since it has some very good video lessons on almost all math related subjects, from the very basic to more advanced ones.

    As of your examples, I think you need some understand of basic programming as well, maybe how a loop works. Besides that, tackle a problem one step at a time, asking yourself each basic question that will form the big answer you are looking for. If you can't find it by "googling" it, probably you are asking the wrong questions.

    If I understand your example right, you have 20 "cubes" that you need to be put side by side, for a start. Since you know the amount, you can just spawn the right quantity with a "repeat 20 times" loop and a "create" action.

    So, if you want to put a cube next to other, from the left to the right, how would you do? The first one needs to be at 0 distance from the left side, so it is right at the side. The second one needs to be at 1 times the width of one cube, so it it right next to the first. The third one at 2 times the width of one cube, so it gives space for the first two. The forth at 3 times the width... As you may have noticed there is pattern here:

    next X position = number of cubes * width of one cube.

    As an addendum, the repeat has an index, called "loopindex", that returns the number of the current repetition, starting from 0. Back to the repeat loop, you need to fill in the X of it (next X position) with that expression, so, we know now that the repeat has a loopindex that returns a number, if we are creating cubes at each repeat, that loopindex tells us the number of cubes it had created. The width of a cube is a basic expression, you can see it at the expressions help.

    So, into the "Create object" action, in the X position, you can translate our "equation" to:

    X = loopindex * cube.width

    But if you need to add a space between each one, so it it not all side by side? Well, like it is said, you need to add. So to keep the layout divided by 50, so you have 20 cubes evenly spaced, you must add 45 pixels of space to the 5 pixel cube.

    X = loopindex * (cube.width + 45)

    and that is it, if I understand you right. 20 cubes, 5 pixels wide, evenly distributed on a 1000pixels layout.

    The only real tricky part here is the loopindex, but it is part of the sintax of construct "language", you will need to learn it. Construct is very forgiving in that area, with not much to learn, but you will need basic programming knowledge and basic math knowledge, no way around it.

  • I guess it will help you out:

    www.igmbrasil.com

    Facebook Construct 2 Brasil

  • Hi, first of all, great plugins! Unfortunately I'm running into some problems.

    I'm not sure if I'm doing something wrong, but I created a simple logic for a moving NPC using Astar and Pathfinder plugins, it works, but as the "simulation" goes the NPC starts to "cut corners", moving inside the collision sprite. I've tried to increase the resolution of the cell size, but it keeps going inside as time passes.

    I've attached a simplified capx to make my point clear, you can see that as simulation goes, the block starts to ignore the corners more and more, but not all corners. Any ideas?

    My NPC astar test

  • Hehe, yeah, but I blame most of it on the google app. That locking mechanism is really annoying sometimes, especially when you forget about it, but I guess it is needed due to the versioning that google drive provide; not sure, though.

    That lock and the fact that you can't move your google drive folder on your system are the big disappointment for me.

  • Ashley Hmmmmm, I must say that I totally missed that option to save backup to a folder on construct preferences. It is an interesting one, i'll give a thought about how to use it in my workflow. I'm saving all plugins and examples needed to my work on the same backup project folder as well, for easy of use/consult and backup, so having everything on a single place would be better.

    Yeah, I could, but I'm using google drive as my work's backup solution, so it is better to have everything on just one place. :) In fact, dropbox has a better app all together for handling this kind of backup, from my experience, but google price/storage capabilities settled the deal for me to use it.

  • Hi, just want to suggest some sort of escape button to abort the save process.

    I use Google Drive as my backup tool, and my construct 2 project folder is inside it. It is all good, except that GD likes to lock your files before syncing its changes, and construct seems not to like that very much. If the lock happens before the save is done (e.g. when I add multiple files to the project), construct usually freezes the save progress and I cannot escape the save process to retry to save my work.

    It is not a huge deal, because I usually pauses GD before starting my work, but sometimes I forget about it, just remembering when construct freezes the save progress and then sometimes hanging to a point of no return.

    That freeze situation just happens now with me, but I was able to revert it by forcing some error on construct hitting random keys at the keyboard and then saving the work again (pausing GD before).

    Anyway, it would be nice to have some sort of "escape" key/button to the save progress so it can fail gently, letting me try to save again. Thoughts?

  • Indeed, thanks tulamide, very inspiring and thought provoking video, did not know of it before!

  • I'm following this closely too, it indeed might be huge. In a good or in a bad way.

    Interesting enough, I was reading some reviews on Nexus 7, from whom they've seem to borrow the specs, and it's not bad at all, for what it

    is.

    http://arstechnica.com/gadgets/2012/07/divine-intervention-googles-nexus-7-is-a-fantastic-200-tablet/

    It will definitely not be on pair with today's or next gen consoles, but I do feel that a lot of games that I do play on my console uses way much less "power" than what it is available, so it might fit my playing style.

    And developing games for it, with all these momentum, seems very interesting, to say the least.

  • The HTML5 audio troubleshooting guide

    Interesting because it differs from my (limited) experience/knowledge about HTML5 audio support. I thought that Chrome had the better support, from the games I tested it on.

  • Ashley, no, I was not, will do that soon!

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  • Hi, sorry to the OP if this comes as a thread hijack, but looking at the example that you post on google, Ashley, I came across a problem that was happening to me sometimes in Chrome. After many page reloads (F5) on Chrome the canvas image starts to get blurry ad infinitum. I was not able to reproduce it in a "reproducible manner" before, so I did not bring it up, but doing what you say on the post happens to make it start, and hitting F5 get the problem all the way through.

    Don't know if it is entirely related to the issue you are describing, but when the blurriness is at max I got this at Chrome console:

    GL_INVALID_OPERATION : glGetRenderbufferStorageMultisample: no renderbuffer bound /labs/chromewebglbug/:1

    GL_INVALID_OPERATION : glFramebufferRenderbuffer: no framebuffer bound /labs/chromewebglbug/:1

    GL_INVALID_OPERATION : glFramebufferTexture2D: no framebuffer bound. /labs/chromewebglbug/:1

    Don't know if it helps with the issue in google forums in some way. Will star the issue to get it promoted, anyway! Sorry to the OP again!

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dEspadas

Member since 24 Apr, 2012

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