Reflextions's Recent Forum Activity

  • I have updated the entire post with new information and links, please try on an iphone 7 plus or iphone 5/5s if possible. Regards.

  • Thanks guys, updating now, I'll let you know if I still have problem after.

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  • I can't post this in the bugs section yet because I can't intentionally recreate it, but a few times since the update I've gotten this bug in both projects I'm working on. This has happened on layers with no webgl effects, but when I disable effects the bug issue goes away. Could it be a rendering issue? I'm on AMD (Windows 10), latest stable release.

    Certain object will get randomly warped in one direction in another, with nothing selected. The more I zoom in the more warped they get unless I zoom out and they go back to normal, or zoom in really far and they go back to normal.

  • It wasn't removed, iOS10 changed the way Safari responds to certain feature calls.

    You have to use this instead on the first layout:

    Browser -> Execute Javascript = "StatusBar.hide();"

    Then you can request Fullscreen.

    Thanks! I just tried on my device and it didn't work unfortunately. Can anyone comment if it is an apple restriction?

  • I've tried requesting fullscreen, but that doesn't seem to work. Why was this feature removed?

  • PM'd.

  • PM'd.

  • >

    > > I can't figure out any purpose of trying to figure that out but you can simply create an object numerical variable and set the value there since you, as the dev, should already know the number.

    > >

    >

    > I'm doing that right now but it's not a very good solution because if I add or remove anims I have to remember to update that number. In my case i'm using each different animation for npcs and I need to fill an array with each animation to generate them without repeats, but repeatedly. The choose() function is kinda terrible at being random.

    >

    Why don't you just use one array and filled it with the names of animations shared by your NPCs and just randomly picked one of them to be used?

    The width of the animation array is your animations count.

    It is as simple as int(random(1)*AnimationsArray.Width) which will serve to check which array x-index and animation to pull out.

    If you don't want repeat, just remove each index that have been chosen after all other computation is done.

    I'm doing that, my point is that is tedious and doesn't adapt to changes. It's not good practice to build things that break when you change something else elsewhere.

    I created a behavior that does this- it also can retrieve the animation name by its index value, or retrieve the index value by the animation name.

    But yeah, I don't know why it isn't implemented by default in c2.

    Awesome plugin, thanks!

  • I can't figure out any purpose of trying to figure that out but you can simply create an object numerical variable and set the value there since you, as the dev, should already know the number.

    I'm doing that right now but it's not a very good solution because if I add or remove anims I have to remember to update that number. In my case i'm using each different animation for npcs and I need to fill an array with each animation to generate them without repeats, but repeatedly. The choose() function is kinda terrible at being random.

  • Someone correct me if I'm wrong, but it doesn't seem possible to get the number of different animations an object has. This would be a helpful expression to add. Thanks!

  • Hopefully it has an HTML5 framework similar to the WiiU. If they aren't already a partner scirra will probably have to wait for the specs and indie dev policies like the rest of us, though they could probably reach out to them.

  • This uses a third-party behavior 'Anchor ratio'. Please don't use third party addons in bug reports as per the guidelines, to ensure that the addon is not the cause of the problem.

    Sorry, I forgot to remove that. The link has been updated.

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Reflextions

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