Aphrodite's Forum Posts

  • Ashley or anyone that knows the answer.

    sorry for asking again but i want to understand this once and for all.

    i totally understand during runtime to have these artifacts and seams because of the way the gpu renders.

    but why they appear in the editor?

    why sprites don't have artifacts in the editor and the tilemap has?

    In the editor, the tilemap is already tiled, while sprites are not, that could explain that

  • I would say that first you need to know how many airship the leader is currently leading (and also which one are which)

    Then there is ways to calculate the X and Y of the point you want to move towards:

    The easiest: the positions are image points of the leader, no calculation needed, just to move towards the concerned imagepoint

    Alternative: I think it would involve using the distance and angle wanted relative to the leader, and use it but I am not sure how for now mathematic wise yet.

  • I couldn't load the game but I suggest you to try to search about doing a layer with a parralax of (0, 0), this should eradicate lag (I think the manual precise that anchor behavior is meant to be used on layer with (0,0) parralax)

    Edit: I see it now, DOM Elements (button and textbox) are not actually drawn by C2 inside the canvas, they are on top, and so I do not think moving them in a non laggy way is doable, could be wrong though.

  • Aphrodite damn, old version of the project does build. It's really old tough...

    intelrobert asked me for my info so he could check my project in their system.

    I'd rather wait for this to be fixed properly over "re-making" my entire project =/

    I agree, was just suggesting in case it helps finding the differences so the issue can be identified properly

  • "The build failed. An error occurred while building the application. Verify your build assets are correct and try again"

    the same assets had worked countless times before. and even with the default xdk assets it wouldn't build.

    I've saw people having build problems due to special characters being used before, even though It didn't happened to me, maybe it could be somewhere to search.

    (Also, if you have an older version of your project, maybe you should try and see if it bug too)

  • A dictionnary makes a key (string) correspond to a value (like a variable sort of, but more dynamic).

    An Array makes a combination of 1,2 or 3 coordinate correspond to a value.

    An Array is more powerful to apply/modify things for every single value for exemple, while a dictionnary is easier to use to store values and retrieve them, or save it quickly t the webstorage.

    At the end, you could theorically use only 2D or 1D arrays to do the same job, but it is not as clear.

    PS: The Json format of the array is not the same as the dictionnary one.

  • On the project proprieties, you can edit the "First Layout".

    https://www.scirra.com/manual/66/projects

  • Yann :

    "Ok after a bit more fiddling, I realised that the plugin was using the first two edges constraint to position the object and the two last to stretch it... which is highly unintuitive I'd say."

    I agree to this, I know the manual describes it perfectly, but a quick and clearer reminder in the description could be useful I think (even though I guess people are les likely to read the manual to understand it then)

  • I wonder if that is caused by one particular thing, I think that by default, C2 games are handling the fact that they can be swiped like that in case fullscreen is not supported, not sure though.

    (also, since the textbox is not part of the canvas, it goes back to normal browser controls I would say)

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  • Sorry, maybe it's a dumb question, but... I've tried following the tutorial https://www.scirra.com/tutorials/247/how-to-preview-on-a-local-network but I haven't been able to see the application on my smartphone... what am I doing wrong?

    I've open Construct with administrator privileges.

    I've found my phone IP.

    What I haven't done was opening ports con the phone... how can I do it? Is really that the problem?

    Thanks in advance

    It is the ports of the computer that must be opened, and you phone should connect to the Computer running C2's IP (The one that will be displayed instead of localhost in the preview url)

  • Which one will result in faster game play ?

    Create a game of a smaller resolution and then have it scaled up automatically in the iPhone or Match the resolution directly ?

    Is the processor power require to scale up the graphic significantly lesser then not having to deal with that at all ?

    In "High quality" (one of the project proprieties), it won't make a difference due to how C2 handles graphics (resolution being more a initial value, since the assets quality will be what matters graphically).

    In "Low Quality", it should be faster, but the graphics will suffer (since the window will be rendered at a lower size than the actual screen).

  • Hi guys, I'm looking a best practice to create screen-by-screen system to reload sprites then set state their current values as persistent, then if they aren't on screen, destroy or disable sprites, then we are returned to old position, recreate sprites.

    It's a method is used for super nintendo games like super metroid when the enemies aren't on screen, their AI are disabled, probably destroyed, otherwise on screen again, reactivate enemies.

    Thanks!

    Mostly, what I do (exemple with one ennemi type, also It is more the theoric part, you might have to tweak it):

    -First if no instance of them exist deactivate the group containing the AI (you do this by having a "Compare two values : Sprite.Count = 0, disable group" inside the groups itself)., just below the group, add an Else and a subevent that tell "if ennemy is created, activate group"

    -Have a boolean "Activated".

    -You check if the ennemi is Active and not on screen, if it is not on screen, change the "Activated" boolean variable to False.

    -You check the on screen ennemies, if one of them has "Activated" to false, you set it to true

    -then if the value is true you do stuffs, if false, you can deactivzte behaviors and collisions.

    I think that will help beginning.

  • >

    > > hi,

    > > i want to know how can i do pause game with very tick

    > >

    > > explain :

    > >

    > > iam using every tick ---- set x of background to background.X-5

    > > but when i when to make pause (by set time scale to 0) the game is pause but the background stil move

    > >

    > > thanks

    > >

    >

    > if instead of doing set x of background to background.X-5, you do set x of background to background.X-5*60*dt, not only the pause will work, but also if the framerate takes a hit during gameplay, the speed of the background in pixels/sec will not be affected.

    >

    FANSTASTIC , EXCELLENT

    i dont know how to thank you

    that work ... and the "X-5*60*dt" save performance and optimisation on iphone 4

    now work fine and i solve my problem regarding iphone 4 (you remember in another post)

    the "*60*dt" to make something vary is pretty handy (most C2's behaviors use it without telling it):

    when you move something every tick by 5 pixels, it will move of 5 pixels every tick, if the game has slowdown, a tick isn't as fast as a framerate of 60 fps (where duration of a tick is 1/60 in that case).

    dt is the time between each tick in seconds, for instance, if you add dt to a variable every tick, it'll increase of 1 each seconds, regardless of the framerate (exception if the framerate goes below 10 fps, but having 10 fps would imply more problems of course anyway)

    adding 5*60*dt (=300*dt) means that at the end your tiled background each seconds will have travelled 300 pixels (5 pixels each 1/60 of seconds), regardless of the framerate

    As I stated, with the execption of physics, every behavior I think uses that without you knowing it (this explains that they ask for a speed in px/s, and acceleration in px/s², and so on..).

  • krish : I did not use google play yet, so I could be wrong on that, I just think I saw some people talking about setting minimum and maximum versions on the google play in other threads.

    As for the 4.0+, I misread, I thought you were talking about crosswalks (which is one of the Intel XDK possibilities).

    Sorry for not being really useful :/

  • I think Crosswalks is already 4.0+ only, also I think the minimum version required is more to set up on the marketplaces rather than the actual app