zatyka's Recent Forum Activity

  • Sorry, been away on business for a while. I'm glad you guys found the example useful.

    TELLES0808

    Regarding a tutorial, I'd consider it, but I'd feel more comfortable if the rewind effect was framerate independent. I haven't tried to figure out how to do it, so I don't know how difficult/possible it would be to implement.

    As far as the amount of data stored in the array, I don't think it's an unreasonably large amount. At 60FPS, 25200 elements of data are stored every minute in my demo. I don't believe this would cause any drop in FPS, as we're really just adding, deleting, reading, or writing the last column of the array. Unless you're recording for about 4 months straight, you won't come near the limit of an array's size. The only concern I can think of is memory usage, but I don't think this would be an issue unless your recording spans a very large amount of time (hours). Perhaps someone more knowledgeable on the subject of array memory usage can comment.zatyka2013-05-20 21:53:08

    EDIT: Added my attempt at frame rate independence to my earlier post.

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  • Sorry for the delay, I've been away on business. Exporting to an HTML5 website using the Normal style with r131 still causes the misalignment issue.

  • Here's an example I made last week showing how to rewind time at different speeds. It should be close to what you're looking for. It's not limited to 10 seconds, but you could limit the width of the recording array to 10 seconds worth of information (600 cells assuming 60 fps).

    Demo

    Capx

    EDIT: I've since uploaded an improved capx that attempts framerate independence. View it here.

  • Just wanted to give everyone a heads up that resizing the canvas still causes alignment issues in r129 when exporting to HTML5.

    Also, if this is causing a problem for anyone else, a workaround is to display the canvas in an iframe. This is pretty simple to set up with r128's feature allowing you to export the game to HTML5 using the "embed" style.

  • ViiVoices

    Here is one way to manipulate the speed of a player's recording:

    Demo

    Capx

    Every tick gets recorded. Manipulating the speed comes down to skipping ticks to go faster, or replaying the same ticks to go slower.

    I hope this helps.

  • JohnnySix

    The more you rate other's games, the more exposure your game gets. At one point, the formula was D = (R+50) - (5*sqrt(C)), and they're either using it again, or something close to it.

    I've run into one or two C2 entries, but it's very small percentage.

  • Just like the Ludum Dare topic in C2 General, I'm going to rate every single game in this thread. Here is my submission:

    A Simple Circle

    <center></center><center>Play It</center><center>Rate It</center>Made in about 16 hours. I hope you enjoy. Feedback is welcome.

  • I'm going to rate every single game in this thread. Here is my submission:

    A Simple Circle

    <center></center><center>Play It</center><center>Rate It</center>Made in about 16 hours. I hope you enjoy. Feedback is welcome.

  • I'm really not sure what the correct terminology is, so I'll do my best to describe it. I've seen this before when part or all of a polygon is "flipped", or its sides cross one another. C2 expects the polygon to have a solid shape. For example, you can't do things like take a square collision polygon, and switch its top two corners (or any two corners for that matter), because the polygon would not be a single solid shape. From what I gather, your polygon doesn't actually have crossing sides, but I'm guessing you accidentally turned the original polygon "inside out", or you switched the position of some of the collision points.

    I'd suggest trying to "revert" the collision points. If that doesn't work, try reimporting the image (I believe the collision polygon will be reset), or post your capx so we can take a look.

  • You can save your arrays as JSON, and put the JSON into a webstorage key as shinkan suggested.

    <img src="http://i.imgur.com/UXHZH28.png" border="0" />

  • I'm guessing the collision is detected on a tick where the ball is not right at the center of the line. Every collision moves the ball a little further from the center, until the ball breaks free. Your solution is as good a way as I can think of to combat the issue.

  • 1) Texts. I need some kind of logging in my rpg, but default text plugin has no scrolling (as far as i see). Is there any way to create, keep updated and show log file with vertical scrolling?

    You can log all events in an array, and display a certain set of these events in a textbox. Take a look at this:

    Demo

    Capx

    2) Lists. Player`s inventory is a default list plugin (little bit mad, yeah). Now i have a problem with long names - they doesn`t fit list box.

    Looks like "| A very strange stone with scratches on the surface and some carv|".

    I thought problem can be solved with 'white-space: nowrap;' in custom CSS, but no, nothing happens. So, what can i do to prevent it? Can items in list have 2 or 3 rows of text?

    And: can i set an external css file for list?

    I can't think of any way to solve this using the list object, but using a list as an inventory sounds like a terrible idea. I'd recommend looking into alternative methods. Take a look at this inventory example:

    Demo

    Capx

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zatyka

Member since 11 Aug, 2012

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