oosyrag's Recent Forum Activity

  • An example I made in the past - https://www.dropbox.com/s/av6kbtg32idgj ... .capx?dl=0

    Let me know if you have any specific questions.

  • Option 1 - Manually set both sprites to the proper size.

    Option 2 - Create imagepoints where your collision polygon vertices are. You can refer to these imagepoints' positions, and get the difference between two of them to calculate a width and a height value.

    Option 3 - Like option 1, but in case of dynamic sizes you can set the smaller Sprite2 to a percentage of Sprite1's width and height.

  • First, it may help if you specify what platform you are designing your game for.

    Then pick a service you want to use for your online backend, like facebook, google, gamecenter, scirra arcade, ect.

    Then you can find a specific tutorial for that system.

  • Import your text file as a project file. https://www.scirra.com/manual/141/files

    You can access it via the AJAX object (https://www.scirra.com/manual/107/ajax) and use the tokenat() expression to parse out your text. newline often serves well as a token separator.

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  • You might not need an array, but it could be useful if you want to run any heavy simulations.

    For the game itself, it would probably be enough to have each tile store it's own value as an instance variable, and pick tiles by overlapping at offset to run your logic.

    In summary, you can build the game with or without arrays, it is up to you. Are you comfortable using arrays? Or are you more comfortable with objects and picking logic?

  • I'm sorry to hear it is not a simple implementation. I always feel guilty about "feature suggestions" as they basically amount to asking someone to do extra work, but I really appreciate that you read and respond!

    I did notice the debugger doesn't update every tick as I assumed it did after I went and looked more closely.

    Regarding the perception of a single tick, I'd like to disagree. The eye is quite good at noticing differences and changes of state. Quick example - https://www.dropbox.com/s/49cxynn9onjhs ... .capx?dl=0

    In this case it would be a simple yes or no, if the event ran or not. It would show if an event is running when it wasn't supposed to, or vice versa. In a chain of events/conditions, you would be able to see how far down they get activated until. This would let you pinpoint where to start looking for mistakes in conditions.

    I understand I can (and do) manually add in debugging stystems, but it is clunky and a bit specific - sometimes you want to check a large if/then subevent chain or function, and it can be useful to see multiple events at once. Also as r0j0 mentioned, such techniques are generally beyond beginners.

    I brought this up because I saw something similar in the UI of another scripting program (energy management software), and thought that it was great. The use case is a bit different of course, in that software it is running as you edit the script and you only need to look at the script to begin with. But it shows quickly at a glance what is and isn't running, and I thought something like that applied to C2 could be very useful.

    Being able to see and confirm picked objects would be also have amazing utility, but I wouldn't even know where to begin regarding how to represent that in a scalable manner. And you definitely wouldn't be able to process that information in the instant that the event is called.

    Anyways if it isn't feasible, that's too bad. Thanks for the discussion though!

  • Just had a thought that it would be fantastic to be able to see which events run or not in the debugger.

    Even if it was just a list of numbers corresponding to the event numbers that get highlighted if they run each tick, that would allow quick confirmation of any conditions mistakes by seeing if an event runs or doesn't run when it is supposed to.

    I have no idea regarding the feasibility or difficulty of implementing such a feature though.

  • It is fair, just make sure you are not on the default main debug page, as that can use a noticeable amount of CPU.

  • Else in C2 is definitely one of the special cases and different than other programming. Not sure if you found this page - https://www.scirra.com/tutorials/292/gu ... t-features

    Additional tips and tricks - Looking in the debug to see if things are expected is always a good idea - in your case you're creating way more sprites than expected, probably because a lot of them were overlapping.

    A related trick is to set sprites to 50% opacity when working. I do this for almost all my projects, as it makes it very easy to spot mistakes as opposed to digging through the debug.

  • I thought of a way for you to continue with multiple objects - you'll use on touch start or on tap gesture as your trigger, so there is only one event that triggers on touch, like so -

  • That's a creative solution! Here is how I was thinking just FYI.

    I wouldn't use atan, as you have an extremely slim chance to divide by 0 and I'm not sure how C2 would handle that. Maybe there are safeguards built in and it would be ok, but I'm not sure. Use the angle() expression instead.

    I was thinking would be to set angle , then use the action move forward based on distance, or just move at angle.

    (I'm assuming axis 0 is x and 1 is y, swap them if I'm wrong)

    Angle = angle(0,0,gamepadaxis(0,0),gamepadaxis(0,1)

    Distance = distance (0,0,gamepadaxis(0,0),gamepadaxis(0,1)

    Optional - Multiply distance by a speed multiplier.

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oosyrag

Member since 20 Feb, 2013

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