OlivierC's Recent Forum Activity

  • Link to .capx file:

    CAPX

    Steps to reproduce:

    1. Create an event "is on platform", select "node-webkit", either associated with a condition "trigger once" or inside a trigger (start of layout or mouse click)

    2. add any action to event, like a browser alert.

    3. Run project in node-webkit mode, in preview mode or exported

    Observed result:

    Nothing happens, no matter which platform you're running on

    Expected result:

    The event should be triggered on node-webkit platform

    Browsers affected:

    Node-Webkit: yes

    Chrome: no

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    Tested on windows 8.1 and windows vista

    Construct 2 version:

    tested on r155 and r152

    Edit: fixed broken link to capx

  • Hello, before I submit a bug report, I want to make sure it's not coming from my side.

    On my project, I want to go fullscreen only when in node-webkit, not in browser. Sure I can enable/disable the action when I export the project, but since there is a condition just for that, "is on platform", I figured I might just test in my "start layout" event if the platform matches (request fullscreen must be inside the "start layout" event in order to work if it's not triggered by a user input). This way I don't have to worry about it.

    Problem is, the condition is never true, even when it should, when it's actually running in node-webkit.

    I tried moving the condition in other places than start of layout and with other actions than fullscreen, never worked for me.

    Am I the only one? Has anyone actually tried to use it recently?

  • well this is true, you cannot create an object dynamically by passing a string variable, and I agree it's too bad.

    But in the end the solution you are offering is more or less hardcode too, it's a big SWITCH that handles each case (sprite 1, sprite 2, sprite 3 and so on). Yes you can now create new instance by just passing a string variable, as long as it's handled by your system. In order to introduce a new type of sprite, you still have to write the specific code for it, in two different places.

    So in the end, it's pretty much the same as writting a constructor function for each sprite type, where in one place you create the instance and set its properties. Then you just call the right function when needed.

    Instead, you added this asynchronous layer, which in my opinion is unecessary and only adds complexity.

  • I'm not sure I understand the necessity of this, since when you create a new instance of an object, it is automatically picked for the following actions within the same event. No need for a callback function to modify the new instance, it's available immediatly. Maybe I'm missing something, I'm a former software developper myself and I understand what a constructor is, but I don't see the point of making thing more complicated than they are when the point of construct is to make them simpler.

  • Like mindfaQ said, occulus and construt are not really compatible, but it's good news in general because it shows two promissing technologies for the futur joined together. I got to test the occulus on team fortress and hawken (you can find them on ebay, going around $400) and I must admit I was blown away, you actualy try to dodge bullets with your heads. I really hope it keeps spreading. And John Carmack leaving id software to go to occulus is definitely a good sign IMO :)

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  • I got the steam version too, and I can't really complain. if you enable the beta mode in the software properties, it will auto update even with the beta realeases, not just the stable ones. So you don't have to worry about checking for updates. Oh and it works with steam offline mode, you don't need an internet connection, I just used Construct on my laptop while on the train today. And it also make it easy to install on different computers, as long as steam is installed too

  • notnsane, I implemented the FPS hack that Arima suggested to you in another thread and it seems to work (check my previous link, i keep updating the same folder)

    i simulates 12 FPS. I could not find Monkey island actual fps, but I think it's something like that.

    I don't know if I'm going to keep it because it looks like the game is running slow because of poor programming ^^

    The good thing is it's done with only two events so it's easy to urn on and off. I can even make it an option

    Ok, next update, I'll post in my own wIP thread and stop highjacking his one

  • ah yes indeed, even better. I idn't know you could attach an 'else' to this kind or event

  • Wow, nice trick Arima, works well. Thanks a lot

    Not sure if I actually want to use it in my oldschool looking game, but I just put those events in a group and decide to turn it on or off

  • Well, like they say: "If it's not broken, don't fix it"

    If it works like you intend, then it's fine.

    the code is clean and easily be implemented in construct. The only thing I could recommend is to replace some numbers with constant variables like you did for ROWSIZE and COLUMNSIZE, this way you can easily modify the maze properties (proximity of starting point from borders, surrounding check radius, choke size) by just changing a couple variables

  • you are right, it's not exactly the same thing. The reasonn he does not start walking right away I think is because I use he pathfinding behavior with a cell size of 1 which takes longer to find paths. If I use bigger cells, some narrow areas like the stairs don't work (the character scalling on the stairs is broken at the moment btw, I need to adjust it)

    I played the real monkey island this week end to take notes on the interface and also noticed a few thing: the scrolling is a lot choppier while it's smooth in my case, and same thing with the charater. While I think I can do something for scrolling (update it every 0.2 second instead of every click) I don't know for the character, since I'm using a default behavior, I'll have to check if I can modify the stepping rate, not sure.

    I worked a bit on the game last night, but nothing you can actually see, just some opimization. I decided to stop supporting touch for now and focus on mouse only. It was clunky and the events were getting really messy. So I revemped the controls for mouse only and it's a lot cleaner now. I'll make a new set of control for touch later, when I get the thing to actually work with a mouse.

  • Thank you. I noticed that when you hoover the windows it says "Walk to look" while it should say "walk to sky". It used to work fine, I must have messed something up with my excessive cut/copy/paste. I'll look into it tonight.

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OlivierC

Member since 7 Sep, 2013

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