GeorgeZaharia's Recent Forum Activity

  • you couldv just move the destroy above the wait 0.2 and i think wold be fixed... adding the wait time, the contained clicked item wold be lost, and then destroy wold apply to all familly members.

  • damjancd the only thing you can do to not fry eggs with your iphone, is that you need to limit the everytick checks of the webgl, and use it only when its needed... unless u have some webgl dependent effect which must stay always on, then ur pretty much... footless as you said.

    as referring to compiling the best, i find intelxdk the best wrapper atm, its self explainable, no big things to understand to just "poop" c2 apps with it.

    i dont know how you find yourself in this type of situations with compilers ... its like 1000th post complaining about compiler software that are doing "something wrong" to the .apk or .ios format.

    never encountered any issues so far, the only issues i seen in my past projects, was that the projects where all messed up(unoptimized/bad event sheet coding) from beginning not the compilation process.

    most people are co-dependent on function calls, while i get it its useful, its very cpu intensive when run'd in 100 loops or very fast conditions to almost everytick conditions.

    also, you read the latest update? im guessing didn't applied in January, but now Ashley enabled 2 versions of webgl, so your app i think should work better, if you are re-exporting.

    but then again, depends on the iphone ur testing the app with, early ios devices(before ios7 or 8 cant recall) dont support webgl, so its a big market issue with iphones there.

    good luck, and hope i see ur game in the top charts soon, i love the graphics u made, they are amazing.

    P.S the only compiler that i encountered issues with was the ludei one when they released in beginning in 2014 -2015 but then i switched to intelxdk and never had any compiler problems. never used phonegap mainly cause of their free app license

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • here is a event simple grid movement maybe you can adapt to your game

  • You do not have permission to view this post

  • >

    > ah ok so you where just using the basic audio analyser effect basically as i was ... nothing different. awesome

    >

    Yeah . What are you using it for? I can help you out if you are making a bar visualizer. Or any other thing.

    i was thinking you found another way for smoothing out the beat detection, like getting the right values for bass and high pitched notes.

    like comparing which data is a snare and which is a bass drop, but im guessing if ur using the audio analyser u wold use the general flow and get almost the same results, as i did which are not perfect... not atleast as i want them.

    but ur more then welcome if u want to help or see what im doing il send u a capx in pm.

  • I kinda get how an audio spectrum works. You can use a method of analyzing data called a Fast Fourier Transform (FFT), which converts an input for a point in time, into a frequency. I hope that's what it is . You don't really need to know how it works to understand what you can do with it. For audio you would get the waveform and apply an FFT to it, and you get an audio spectrum. So all it's doing is changing the input data. Waveform is raw audio.

    ah ok so you where just using the basic audio analyser effect basically as i was ... nothing different. awesome

  • Does it only do waveform? I'm using spectrum.

    spectrum? can u explain that?

    im interested more cause it sounds like are 2 separated things, but it might be either ur confusing either im out of loop.

    spectrum from my knowledge is the audio spectrum which is the range humans hear... but wont make a difference on a visual audio waveform representation since its basically the same thing as waveform.... isn't it?

    can you show what your using as a spectrum with the audio plugin? im just curious on your approach.

  • Hello! Very often I accidentally move projects or objects window and can't return it to normal position. in this case I must go to Preferences - General - Reset dialogs and re-launch Construct 2. Can you make option to block windows moving while I working with project?

    if you move a project window and detach it just grab it and place it back on its position lol.... also... you may want to change ur mouse click reaction time in windows settings.

  • I was not offended in any way lol !?!? Yes ofcourse I'll add it in 0.6.

    Is there any other requests ?

    was thinking maybe i got to harsh in typing or something or got you the impression i was pushing it to far i apologize if i did that, wasn't intended, im actually "coolio" .

    as for implementations or request not that i can think of, no.

    maybe 1 thing... babylon audio plugin and ffx effects ? that wold be dope real 3d audio placement in C2

    playing audio at object in 3d coordinates id be jamming all day )

    but maybe that is in the future plans

  • well personally i like how you did the naming pick, im not saying that, i was just asking if is possible, to implement1 expression/function what ever is it called im not js coder?

    that sets the newmesh.name when we create newmesh 10 times set name to box&loopindex or something. couldn't that be solved like that? or atleast giving a try see what complications are ? maybe you overthinking the implementation?

    btw im not trying to offend you in anyway what so ever.

    was just trying to understand if is possible if not, no biggie, you call the implementations not us.

    we just suggest, if its to big of a hustle or by implementing it drops other features that are cool, then dont.

    P.S we dont request the ditch of naming, u understood wrong.

    we where requesting to have the ability to set the newmesh.name by calling "set name" lets say using events if i create 10 instances of the same object.

    i hate forum posting, talking with voice is so easy to make urself understood.

  • Again, in your example you are not choosing which sprite to move by its name . So whats the point of cloning a sprite if you cannot access the clone you want ? You let C2 grab whatever sprite and change its position.

    To be clear: You cannot go to the event and choose Sprite 5 -> and then apply whatever action to it , But using my method, you can do that easily with the MeshArray.

    I want a capx where you clone a sprite and access several clones.

    yes but the capx i did, if i do the same thing for Babylon3d objects they dont act like that. that is what i meant. i can pick each same sprite by the iid. if i want without having to rename them they all have a different id or name in their own sort. let me do another capx.

    here is the new capx

    notice how i didn't had to rename none of them. if u do this in babylon the new duplicates wont react at all. i tried it didn't work. only the 1st instance created reacts the rest are just like unpickable objects or just canvas draws that are not objects. even if you set the pickable enable.

  • Can you please provide and example (capx) explaining how you make several clones of a sprite by calling their names?

    was about to do that when i posted but had to leave... il do it now il edit this post here.

    edit: here is the capx of 1 sprite duplicated 10 times, and set on a everytick condition to move up or down,

    as comparing with NewMesh object the Babylon plugin has, each new clone of the sprite in C2 act independently, while in Babylon the newmesh if is duplicated, they dont, unless we place them on screen manually and rename them 1 by 1 by hand. or by using the clone mesh array.

    other plugins that do 3d are acting similar as C2 sprite, is not something that isn't possible to do.

    Plus as i said, you already made it in the properties list, so its just a matter to give it a expression. it should be possible, since its already implemented like 99% .

    the only thing you are missing is giving the new duplicate a new name or pick it by the iid instead of meshname ? im not sure how sprites are picked by C2 Ashley could clarify that, better.

    but its way easier to just create 10 -100-N numbers of the same object with system create expression instead of using a clone mesharray then use that as a placeholder then run a index loop to control those clones... which are limited by the loopindex its running trough.

    P.S when i said calling the duplicates i meant i dont need to call their individual name, but the sprite object that is the name that should count for all. in C2 all objects have IID which is individual index value of the same type object, while uid is just a order that is spawned collectively with other types of objects.

    when u create the same sprite 10 times, C2 picks each duplicate by its own IID i guess as being a entire entity, and then picks all Sprites named Sprite, as a family group if im not mistaken, its something same group type of object type of thing, if you understand what i mean, i can get confusing in writing.

    Also i think this 2 manual articles are explaining the best how C2 Sprites work, and what drives the individual clones to act independent.

    Object Types And Sprite

    And a quote entry from object types.

    [quote:33qtfy6o]

    Events are made to apply to an object type. The event then filters the instances that meet the condition. For example, the event "Bullet collides with Alien" is an event that applies to all instances of the Bullet and Alien object types. However, when the event runs, the actions only apply to the specific instances involved in the collision.

GeorgeZaharia's avatar

GeorgeZaharia

Member since 30 Jun, 2014

Twitter
GeorgeZaharia has 35 followers

Trophy Case

  • 10-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x9
    Popular Game One of your games has over 1,000 players
  • x21
    Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

21/44
How to earn trophies

Blogs

  • Construct For Dummies - Simple Tutorial Collection

    I scour the Construct forums for users tutorial requests, and create small quick and simple tutorials using Construct's defaults features so anyone can use and apply them.

  • My Dev Logs

    Thinking on games 24/7 is fun and waste of time and unproductive if we don't bring those game ideas to life. In this blog im bringing my game ideas to life and log their development process.