Basilboy's Recent Forum Activity

  • Have you already exported with CocoonJS and tested your game to see what happens?

    Yes, and surprisingly it loads almost immediately and without any issues, so really the only problem here are preview times.

  • **UPDATE**

    It actually loads perfectly when exported and runs at a solid framerate when exported to my ipod touch. So really the question now is, what is the most efficient way to preview a project that has a lot of sprites? Or any way to decrease preview times?

    This thread is meant for those that have huuuuuuge projects and I want to get insight on how they deal with preview times. Like i'm talking, HUGE projects.

    I've been working on this project for a good two months now, it's a fighting game.

    Ultimately that means several, SEVERAL sprites. I wanted to get all the fighter's images complete before I proceeded in doing anything else in construct 2 to see if it can even handle them. As I added them, the preview times became worse and worse.

    When I finally completed importing every character's sprites, the preview time was unbearable, but it still worked.

    Now, today, I started doing the stages. Before then I had one stage, but today I completed two. After I finished this second stage and previewed, it finally happened. I now get a red loading bar and it always hangs at 97%. I hear the fans of my computer going off and then shortly after it gets to 97%, they stop, which I assume says that its not even going to bother to finish loading whatever the remaining 3% is.

    Now, I CAN refresh it and it will eventually load normally, but the atrocious load time is still there.

    I don't have an exact count of how many images I have, but when I copied my project folder and pasted it somewhere else, it said copying 7,095 items.....yyyeaahh....

    I don't want to give anyone a link to the files to try and test it themselves because I simply do not trust anybody and don't want anyone stealing what I have soaked numerous hours in (55 hours for the fighters alone). I don't want to show it yet because I want it to be a surprise too.

    What i've come up with is that I'm going to have two project folders, Engine, and then STAGE TESTING. In the stage testing capx, I've deleted every fighter besides one, and now the load time is obviously much better and I can test stages faster and then paste the new code from the stage testing to the original engine capx.

    Is there anyway that I can have it so that instead of loading everything at once, I can load things only when I call for them? Like going from a main menu then to somewhere else it goes to a loading screen?

    Better question is there just anything I can do to prevent a red preview bar?

    My project is designed to work for mobile devices, specifically the Ipod Touch 6th generation (1136 x 640) with its 64bit processor, but with this kind of preview load time I feel like i'm going to be end everything real soon if it won't load on a cocoonjs export. Thanks for reading, very frustrated, very upset, already punched a hole in a wall i'm dead serious. Help if you can, I know I probably won't get much help when i'm not offering any links to my project but hey, how can you blame me with something this big.

  • First let me explain the idea

    In my project, at all times there are two walls and a floor. One wall always at the very left of the screen and one wall at the very right and the floor of course on the bottom. The player is a platform object and is supposed to behave as it should with these solid objects.

    The player has a weapon, and can lose it after being hit a certain amount of times. When he's disarmed, he spawns an invisible platform object with the weapon visual pinned to it, and this platform object is supposed to go off screen, but it's capable of bouncing on the floor. (How it works is the platform jumps as its spawned and then when it lands it jumps again to simulate bouncing. The platform is supposed to make it appear like the weapon is being hit away from the player, as the weapon is always going left or right depending on the trajectory of the player)

    So the issue is simply that the weapon is supposed to ignore the walls to go off screen but interact with the floor to simulate the bounce. Please help!

  • bumpity

  • Is it possible to pin an object to always be at the center of another object without the use of imagepoints?

  • I've tried adding scrollto behavior to two objects but it doesn't make it work like it should, because if one of them keeps going in a certain direction the camera won't work properely and both characters can't be seen. Is there an example of this anywhere or any idea on how this is accomplished successfully?

  • Hello, I am currently finalizing the concept phase of my upcoming project, and I aim to make it an open world side scroller.

    I have been trying to wrap my head around how this can be done and so far the only great game that makes you feel you're in a huge world in a side scroller is Metroid on the NES, or any metroidvania type game really.

    However that idea seems to only work with environments that contain rooms, such as caves, dungeons, etc. Whereas my game is taken place only outdoors.

    My plan for the game to feel nonlinear for its side scrolling nature is to have branching paths where at a certain point in a layout, the player will see that they can tap up on the controls to enter a new area. The problem here is that this seems to be known as a confusing game mechanic for a side scroller because it can be confusing to get a sense of where the player is after doing so. A crude example, but Friday the 13th on the NES uses this mechanic I'm talking about, although not executed very well.

    So I'm wondering if anyone knows any good games that have pulled this off successfully? I'm not too sure how to explain it very well but it's basically a normal side scroller whereas you can not only enter new areas from going along the x axis, but from the y axis as well (when there's an indicator like an arrow or something). Thanks!

    Edit: to clarify, I'm not talking about going up a ladder when I refer to the y axis, I mean like the player can see what's on the horizon and go there when they are able to. I would say it's similar (or possibly exactly alike) to pressing up in front of an entrance to a building and you go to the new area.

  • If I fill a cell within an array with a token expression, say,

    set at x: 0

    value: "apples;oranges;bananas"

    how would I be able to change any ONE of these words in another action?

    like for example in the future if I wanted to just change apples to kiwis, and not affecting the rest of the expression.

    So that I would have: "kiwis;oranges;bananas"

    HELP PLS

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  • Hello, I'm trying to replicate zelda 2's movement with the platform behavior.

    This is all I have been able to get from 60fps footage.

    Link moves at a maximum speed of 90 pixels per second. (90 pixels in 60 frames.)

    From rest to movement, he moves 75 pixels in one second.

    From rest to 90 pixels it took 70 frames (1.16666667 seconds)

    The time between the 75th pixel and the 90th pixel was 10 frames (0.166666667 seconds)

    Is this enough to find rate of acceleration per second per second? Please help, physics is not my strongpoint.

    Here is the footage

    https://dl.dropboxusercontent.com/u/308 ... ccel-1.m4v

    In case you can download it and try to find out too

  • I would second the suggestion that you look into regular expressions. They really are made for exactly what you seem to be trying to do here. Using regexs, you can do more versatile translations, do them more efficiently. For example, I might try something like

    > var input; // this is the text you are going to translate
    var in; //a temporary array to hold words
    var t; //temp
    var output = "";
    in = in.split(" ");
    for (var i in in) {
      if (null != (t = in[i].match(/([~aeiou])([aeiou])([~aeiou])([a-z]*)/i))){
        output += " " + t[4] + t[2] + t[3] + t[3] + t[1]
      }
    }
    
    [/code:14v1fmad]
    Pardon any mistakes. I am new to javascript, and i have not tested this at all. It's just to give you a general idea of what you might do.
    
    What this does is split an input sentance into words based on spaces. Then it tries to match each word against a regular expression, which is the funky bit after in[i].match(). The regular expression looks first for a nonvowel, then a vowel, then another nonvowel, then it considers the word matched and includes any letters that come after that. the regex stores the things it finds in the array t. For example, if you fed it the word "language", it would first match the whole things and store it in t[0] = "language". The subsequent parts of the array contain the groups in the regex, so t = ("language","l","a","n","guage").  The line that starts with output +=  will add a space, which was removed in the split, then stitch the word back together from the array t in a suitable mangled fashion: guageannl. similarly, you could feed it "lol" and you would get "olll", or give it "similar" and get "ilarimms". You can also make it do letter substitutions and other crazy shenanigans. It becomes a roll your own, extra complicated form of pig latin!
    
    Was this at all what you were looking for?
    

    You guys seem to be going into intense detail about the code and programming behind it all, I just want to know how this can be used for entire sentences and not only words.

  • > This is amazing. Would this be able to translate each word within entire sentences too?

    >

    That would be up to you With C2 you can manipulate text any way you like, it's all up to your ability to use it.

    [quote:csw01rf6]I don't think the idea itself is very complicated. The steps to my idea when it translates a word would be:

    1. Determine how many letters are in the word

    2. Determine the placement of vowels in the word (so if an "a" is the first letter, or the second, or the third, etc)

    3. Determine how many vowels there are

    4. Translate the word

    1-3 are easy and you've seen how to. 4 is up to you because the meaning of 'translate' is what you need it to be.

    Just one tip, you could reduce the amount of code significantly if you learn regular express?ons (regex). Look it up in the C2 manual (where you won't learn anything unfortunately) or better, Google 'javascript regex'. My usage of it above is very basic. You can do a lot more sophisticated things with it.

    So learn the basic text manipulat?on stuff (left, mid, right, tokenat, etc) and then after that Regex if you feel you want/need to.

    That would take too long; It's all too complicated for me to understand, it took me an entire month to understand arrays and arrays are relatively simple. I'm not too sure how to make this system work with entire sentences.

  • This is amazing. Would this be able to translate each word within entire sentences too?

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Basilboy

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