Excal's Recent Forum Activity

  • It's annoying every long HTML pages can be down the page by spacebar as default key, every browsers do.

    I'm suggesting you should replace space bar to some letters as z,x,c,v,b

    I don't remember if flash games used spacebar key.

    This is a workaround, not a solution. There is a solution out there.

  • I can say only "Welcome to the Club". I was victim of this issue a while ago, and the solution was stop to post new games and Mockups on Arcade while the rate system persists.

    This is the problem many sites with arcades have. Newgrounds is one of the worst arcades I've seen, with little kids who are unwilling to read basic instructions.

    For example, one kid rated my game 0/5 stars because he said I never wrote how to fire the ship, when the instructions clearly say "arrow keys to move, space to shoot" and I even put that exact same text in the description right under the game. The kids on NG are lazy or stupid (or both?) and this is why many games on NG go completely unnoticed.

    I hope Scirra arcade doesn't turn into the same thing.

  • I need to know whatever JS or lines of code Scirra puts into the Scirra arcade that prevents the keyboard from screwing with HTML5 games.

    The fact that pressing space on the keyboard moves the user down the page is one reason I am getting 0/5 ratings on my game (remember, Newgrounds is a community full of little kids, and if things don't work they will give you 0 stars).

    Space in my game is used to fire the ship. I have it mapped to a specific action, but this does not fix the problem because pressing space will still cause lots of people to scroll down the page (due to browser default settings).

    Does anyone know how to fix this?

  • procrastinator

    Makes sense. I think for non-grid games, it's still more efficient to create all the objects through events, and just let C2 handle it.

    But say we want something to not spawn until the player gets to a certain area. Would the best way to handle this just be make an invisible sprite across the area and trigger the objects once the player overlaps?

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  • I've found a workaround for common browser-bound keybindings. I've posted them on my blog in case I need to reference them later.

    http://www.exeneva.com/2013/04/overriding-browser-default-keys-in-html5-games/

    I've also added a new video devlog, check it out here: [TUBE]k6QCrHtZDbg[/TUBE]

  • I know what arrays are, I'm just not used to using them to store objects.

    For example, my space shooter game has asteroids floating around. If I understand correctly, these can be 'destroyed' once they get outside of a certain range but their movement can be tracked in the array so that if the camera ever gets close, they can be created and given the associated speed/direction.

    Maybe that's a bit complicated, but that's what I was thinking of. Sure, one can leave them unrendered since they are off the screen, but if they are moving, they are still consuming memory. Updating in an array takes up a smaller amount of memory, and so for performance reasons I can see this being done.

    procrastinator's example seems to apply to tiled/grid based games, whereas a game like my shooter isn't bound to a grid.

  • procrastinator

    I'm not quite used to working with arrays, so I'm interested in how you populate an array to store the layout objects/information.

  • I have this issue sometimes as well, but almost always when I have a lot of text or something relevant to post, which makes it frustrating to have to type it all again.

  • procrastinator

    Can you give an example of how you would create them offscreen efficiently? I know you can invert 'is on-screen', but that alone is no better than just creating all the objects on the layout. How do you determine when the screen is 'close' enough to the object to have it created?

  • This is my thinking as well, although the download size/memory usage hasn't really changed much after I moved everything to event-based creation. I figure download size doesn't change because you're still loading the same sprites that have to be downloaded anyway, but I thought memory usage might change. My project is still sitting at 24.7MB expected memory usage.

  • rockmouse

    loadingprogress < 1, set sprite.width to sprite.width * loadingprogress

    loadingprogress = 1, destroy sprite.width, set text visible, set text to "Press anything to continue"

    Basically like that.

  • 800+ events hmm... vee41, where are you published commercial games?!

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Excal

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