Aphrodite's Forum Posts

  • Global layers are layers that you can reuse from layouts to layouts, which could be part of the hud

    https://www.scirra.com/manual/85/layers

  • PositiontotileX and positiontotileY is what you are looking for I guess

    https://www.scirra.com/manual/172/tilemap

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  • I read it, and, while I understand the point, I think productivity tips are related to organisation, naming conventions, use of functions, and everything that makes you spend less time in edits and modifications.

    Looking forward for your Json tutorial, as data management is something most people seems to struggle with.

    EDIT: you have 1,2,3,5 instead of 1,2,3,4 on your tutorial

  • If you mean the start page, you can use the preference dialog to choose to not open it at startup

    https://www.scirra.com/manual/61/preferences

    Edit, ninja'd by the OP

  • I think People adds loading screens because there are generally lots of assets to load between levels, and maybe other things that may take some time.

    In the case of C2, there is the same thing that happens, which is why some people have a pause between layouts (well, you could show a "loading..." just before switching layout), but the initial slowdown is I think due to the js compiler that did not yet finished initialising.

    Could be totally wrong though.

  • To be fair, if one day the paster plugin adds some sort of "paste layout", it could become the easiest way to implement quickly a simple yet complete splitscreen.

    One of the only third party add on I actually use sometimes, due to the easy yet powerful possibilities, and the fact the canvas plugin is not made to run with webGL.

  • Also against that, this would not be worth the effort, as the performance gain would be minimalist when you design your game with a good organisation (and also, that would actually break the organisation, which is a 100% no go in C2, where organising is really mandatory).As goto feels more like a cheap way to skip entire part of the code that will bite your hand when you will have to redesign some parts.

    To be fair, if you have performances issues due to that kind of problem (like the one you exposed, aka potential useless or redondant checks), rethink the design, in your case, you could either do:

    Play sound "Sound"&Sound_Variable (one action, no conditions, opposed to your 100 comparisons with the associated action play sound)

    Or have a list List="sound1,sound2,sound3" etc..

    Play sound tokenat(List, ",", Sound_Variable-1)

  • Last time I checked

    "Stop loop

    Stop a Repeat, For or For each loop currently running. These loops are system conditions. The rest of the event's actions and subevents will still complete, but the loop will not run any further after that."

    So I would guess it stops, well, the current loop it is in.

    So if you have

    Repeat 10 times, for i from 0 to 10, stop loop

    It would stop the for loop

  • piszozo

    On their website

    https://www.fgl.com/other/html5opportunities/

    (Weirdly enough, chrome for android throw a security error but firefox does not for me)

  • I have recently thought making a new game after my main computer get fixed. One of the main idea I'm concentrating on is making an infinite open world. I want the player to fully control the world and when he reaches the edge, the game layout just stretch to add more contents and more space in the game. Is that even possible? This idea is inspired by Minecraft where the player just live in infinite world where the world never ends! Since it's 2D not 3D , I just want to add more width to the layout by a global varibable or something. Any ideas? I'll be grateful.

    Thanks in advance,

    Naji Kadri

    Lightbulb Games Studios

    As far as I understand, you just want infinite scrolling, which can be achieve by setting the layout property "unbounded scrolling" to yes.

    however, depending on the result you might want, that could imply to learn how to manage a large number of objects that exists in a lot of places.

    ..But I think ashley said the next blog post would actually talk about this, he talked about that also in this page:

    However be sure to have the knowledge to read it and mainly understand it correctly (sentence for every necomer that may just stumble upon this thread).

  • Ashley

    thegodo

    Related bug report I think.

  • I thought so, but it seems like an error. I guess it would be easy to change by Scirra, but if changed it will properly break games that depends on this rather strange and wrong (IMO) behavior.

    I wonder how to fix the issue in the attached capx project? Beginning to mangle with coordinates to ensure correct scale seems not that trivial.

    Maybe the viewport expressions (viewportleft, viewportright, viewporttop, viewportbottom) could let you do this (you will be able to set the position of the origin relative to those).

  • Not sure, as I am not a user of classic, but maybe there is no picking involved in the expression you are writing (ennemy.x will be the x of one ennemy, probably the first created), the for each actually force it to do this work for each ennemy individually.

    But if you have a way of do a simple picking event, that would work from my understanding.

  • This is actually the normal comportement of the anchor (the left side or top side will be anchored to a relative border of the viewport), I agree this is kind of disturbing however.

  • It seems the audio bug is limited to Ogg audio format. I removed M4A audio previously to prevent redundancy and wasting of space on mobiles, and Ogg works fine with Canvas+ and XDK. But it seems CJS's Webview+ doesn't like only Ogg, but it works just fine with M4A.

    So, problem solved!

    I would think that both iOS webview and safari actually supports the same audio formats (last time I checked, apple did not implement support for the ogg vorbis format in safari, and so I would expect that for the same reason of them, they would not support it either in the webview), and the same with android webview and chrome for android(but I think chrome supports both ogg vorbis and m4a, others would confirm or deceive that I think).