saiyadjin's Recent Forum Activity

  • you have much to learn young one.

    1 st - use sprites to create fields

    2nd - since you want pvz game i assume your enemies walk a straight line, put a sprite on that field and check it's X and Y. spawn enemies on that X and Y, if you have more then 1 line, then random Y between 2-3-4-5 Ys (depending how many lines you got)

    3rd - you will have to do some logic of hp / stuff and more.

    4th - when you destroy last instance you removed that asset from layout, that's why it's prefered to put one instance outside layout (just drag and drop it outside layout (zoom out first) )

    5th - make some global vars where you calc your hp/points/whatever and use them for your game

    i can't help you much more because you didn't provide anything specific to solve, but you will get the just of it by working. a lot of working.

  • just another short question.

    i've noticed that a lot of junk in PNGs appear after exporting project. so i was wondering if it is safe to optimize

    images folder with tools like PNGoo. i've tried optimizing a couple of times, and on different versions of C2 i had different results (which is wierd) - once i had some glitches on screen (could be my bug), but the other time i didn't at all.

    anyway reducing size from 80MB of my game to 35MB seems like a neat improvement for no graphical loss at all.

  • now i've checked faq for this, but there hasn't been much help.

    what i was wondering is, how do you people control your main menu?

    let's say we have options / start game / exit / about on your main menu.

    when you click options - you want a window to open with options. how do you do it? just a hidden layer that shows on click or is there a better way? (can layout be included in layout, like window open layout) ?

  • so i have a maybe wierd question.

    when we use "include sheet" in another sheet, how much is that taxing on Javascript ?

    i mean where is the date stored? i know we get c2runtime.js and data.js, but where exactly is

    sheet included in another spawned inside the c2runtime or data js ? is it affecting performance maybe?

  • i know, but i want jpeg when i save as project too if i've already set the export options. some of us use SVNs for collab, and when 200 pngs of 1-3mb need to upload instead of 200 jpegs of 200kb, it's a big difference.

  • Problem Description

    I've changed on the only pictures on layout export option in animations toolbar to JPEG (75%), but once i save

    it as project and check animations folder for that picture it says it's PNG, not JPG.

    Attach a Capx

    DONE - http://s000.tinyupload.com/index.php?fi ... 1212821100

    Description of Capx

    Does nothing, there's only one sprite with JPEG image that exports (save as project) as PNG instead of JPG.

    Steps to Reproduce Bug

    • Step 1 - open capx
    • Step 2 - double click sprite and check if export option is JPEG
    • Step 3 - save project (not as a single file) - check animations folder - image is PNG instead of JPEG.

    Observed Result

    I get the image in PNG format instead of JPEG

    Expected Result

    I expect the image to be JPEG

    Affected Browsers

    Doesn't affect browsers

    Operating System and Service Pack

    Win 8.1.1.

    Construct 2 Version ID

    r200

  • have you tried the last penelope?

  • go through your objects (Selecting them in right panel) and disable collisions for each on the left (for those that do not need collision)

  • you can't sell unwanted apps because noone wants them.

    0 interest = 0 money.

  • give it solid behaviour, and make sure you have set solids in pathfinding.

    because your objects move - you will have to regenerate their obstacle map constantly. i recommend setting

    each 0.2 sec regenerate obstacle map - so that your objects get updated positions of their obstacles (they are obstacles to each other), and then call find path again to the point they have to go and move along.

  • thnx for fast answer, but i've been misunderstood on a few notes.

    1. - yeah i thought there was some other way except then using variables, but forgot about strings too

    2. but i think that it doesn't work when you put pick something1 and pick something2 in the same event because - what if there isn't one of those objects? it fails (with && operator), but with | (or) it will pick only one and if it is picked - it will skip the 2nd (if it even exists), and probably fail to destroy ? or if 2nd isn't picked which one gets destroyed?

    3. oh, i could definitely use on created to pin. how do i though get the flags instance if it was created with container?

    4. i know how to move them down, but how to not destroy them outside layout? (i want them to be destroyed outside layout on the bottom side, but not on the upper side), and to spawn them offscreen a bit above the layout to glide them downwards.

    about the timer - i know for timer, but i want random spawns or different spawns (set by me), not every x seconds. because i sometimes spawn stuff after 3 sec, sometimes 10 sec passes and then something gets spawned, and etc..

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  • hey guys..

    i'm havin' a bit of trouble understanding if this can be done in c2 - someone more exp. could help me.

    so i'm tryin' to create a function that works for everything of some type. example:

    function "solids health calculate" (Arg1, arg2):
       -pick solid where uid = arg1       -      remove arg2 hp from that solid
       if hp > 0  .. do something
       if hp < 0 .. do something etc..[/code:npfbxchw]
    
    now there's a little problem with this - i have 5 big solids and 2 small solids, i want small solids to spawn different explosion then the big ones. how can i check of which type they are if they're put into a family? (i'd like to skip checking for each object type :/ or creating 2 families) 
    
    also if i got 2 items pinned to a object - can i destroy them in one event or do i have to check in each event separately (by getting them with UIDs) ? 
    
    [code:npfbxchw] 
    pick  something1  where uid = someUID
    pick something2 where uid = someUID2                   - destroy something1, destroy something2
    [/code:npfbxchw] 
    or 
    [code:npfbxchw]
    pick something1 where uid=someUID   - destroy something1
    
    pick something2 where uid = someUID2 - destory something2 
    [/code:npfbxchw]
     
    also - is it faster to update some wannabe pinned object every 1 sec/0,5sec, or use pin behaviour? 
    
    question no. 3.
    if i create a boat, add to that boat a flag in container and want that flag pinned on the top of the boat, how can i make sure that when object is created (with container) will have that flag pinned, or do i have to manually pin it every time?
    
    and last question:
    i need to create stuff that goes downwards, but i want it to appear outside layout and move downwards, how can i do that? also, i want stuff to appear for the next few minutes, how do i control when it is created (except with the "wait" function) ?
    currently i have something like this:
    [code:npfbxchw]  wait 2 sec - create island ..
         wait 5 sec  - create 2nd island 
         wait 8 sec  - create something
             wait 4 sec - create mine
             wait 10 sec - create some stuff 
                 wait ... and so on[/code:npfbxchw]
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saiyadjin

Member since 19 Jul, 2014

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