JoyfulDreamer's Recent Forum Activity

  • My iPhone connects to my home wifi network. I tried connecting to C2's port from my phone to preview the game in the browser, but it fails to open the page. It would be nice if this worked. ;)

  • In many IDEs I always found it useful to know where I left off when working on many projects. For example, if I write "TODO:" in a comment in Visual Studio, I can look at my task window to see things I need to do. In addition, I can add tasks to my task list separately. This greatly helps keeping track of my progress - especially as they get big! :)

    Anyhow, just thought I'd toss out another idea. ;)

  • This is exactly why I always say optimize at the get go (graphics and physics, not just code/scripting). Just because it's fast in development doesn't mean something else won't be later. Building a base foundation to work on that's solid, and testing at each iteration, is very important - to prevent this very thing.

    Oh, and by the way, they claimed you can make mobile games, and you can, so it's not a scam. Just because YOUR game doesn't go fast doesn't mean others are not. It all comes down to what kind of game you are making, and the amount of processing (GPU or CPU) required. You have to work within the means of the application. Plenty of people here are having lots of success creating their games within the means of what C2 can do, so again, you have to be fair about your expectations.

  • That's odd. I swear I tried something similar already, but the example seems to work. Better go back and try again. ;) I guess the docs were not too clear on what happens if 3 touch - does it trigger once for all objcets, or ONLY each pair on collisions? (so if 3 objects hit, then the trigger occurs 3 times) I guess it would seem so.

  • Thanks Tom, you rock! ;)

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  • Good stuff, you guys are awesome. ;)

  • Thanks! That's what I was looking for. ;)

  • Well, the number if iterations wouldn't be more than the number of blocks you need to write to, so not much different. ;) Maze algos might be better, but not necessarily faster. You have to backup usually (retrace steps) to find a new open slot and continue (or at least store the most recent one found and return to it). He didn't want a "maze" in his original post, and as per his request, so that's why I suggested it. ;)

    Excal - it really depends on the type of path you want, and if the ending path must land in a specific position.

  • That's odd. I works for me in a new test project. I think I was opening and saving to a capx before, and not the project file. LOL. Ok, never mind then, thanks. ;) Perhaps an indication or prompt somewhere to let the user know they are editing their capx and not the project is wise. ;)

  • I'm having this same issue. I have instance variables attached to a family and I have to test collision between the SAME family, and access those variables at the same time between both! :/ Is there still no good solution for this?

  • When designing your level, just make a "bridge" section, like this:

    XY|ABCD|XY

    "ABCD" is your level. "XY" is the bridge part. The "| |" is the screen. When the player gets to the left:

    |XY|ABCDXY

    You teleport them to the right:

    XYABCD|XY|

    But because the map looks the same, they won't even notice! ;) The only thing to remember is to never put enemies or action objects on the "bridge", else they will notice. ;)

  • Would be nice if you posted a link to the page. ;)

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JoyfulDreamer

Member since 21 Nov, 2012

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