Aphrodite's Forum Posts

  • hi to all

    i have inside my app in FILES--->ICONS--->"test.txt"

    i would like to COPY that content to a textbox, HOW to do that????

    i see no options at all :s

    thanks

    You request this project file usign the Ajax object, to retrieve it's content in a variable.

  • Sorry, I didn t wanted to seem mean, with retrospect I realise that it was actually pretty rude on my part, the tutorial itself is fine for the aimed public and aimed objective, and my reply seems very cold compared to what I originnally wanted to say.

    The tutorial is fine, I am sorry

  • Hello!

    Just a small request for the best game maker!

    - Please update it on Steam because I don't want to use the old version, and I belive im not the only one who doesn't like that.

    - Please Scirra don't let me down <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    By default only the stable version is downloaded on steam (your current release should be r168), you can activate the beta versions download by doing this:

    http://steamcommunity.com/app/227240/di ... 602340037/

    Keep in mind that beta versions are beta, and so prône to bugs

  • tulamide : I did not had any issues yet on my side with RPG maker XP (not tested the VX ace that much though, nostagia and such..)

  • I saw it, here is my comments:

    You are using sprites for repeated images, which is not that great, try using either tilemaps or tiledbackground (the tilemap seems more designed towards what you are doing, since you are using a tileset anyway).

    You are using letterbox scale, which is fine but most people that target mobile actually try to get rid of the black bars resulting by the letterbox scale

    The controls feels weird, I don't mind the concept but the fact it teleports instead of just walking, while the jumping is fluid, just feels wrong.

    You have 4 "on left clicked", you should try to see how to use subevents, to not repeat the code too much (it is ok in that case, but still more maneageable to not repeat unnecessary events), also I didn t know that click events triggered on firefox OS phones, i d rather use the touch event but it is fine it seems.

    I can see seams in game, which could have been avoided by using tiledbackgrounds instead of sprites(since the tiledbackgrounds won t be spritesheeted on export), even though I am not sure those seams should even be here even with sprites.

    Also the player can still fall after getting the cherry, but I am being too picky this time x3.

  • The problem is that I am new with C2(and game development in general) aka I don't have much knowledge to help most people and answer their posts. In fact, at the moment, I'm mostly the one asking for help... <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">

    So forgive me for not making a hundred useless posts all over so I can try and grab some rep.

    I think reading the manual gives you rep, also winning badges (some of them are really easy)

    http://www.scirra.com/badges

    If it is really a problem, you could maybe ask scirra about the limit to be left, I think they can whitelist people if that is really needed.

  • https://www.scirra.com/manual/52/import-audio

    The wav isn't a unique format (I wont get into too much details, but since you have a new computer, it may encode it differently), you might want to check how they really are, since it is recommended to use PCM from the C2 manual.

    If you really cannot make it work out, you can use audacity to export wav files into ogg files yourself, then import them into C2 (just make sure the filenames are the same)

  • Hi,

    I bought a new computer today which runs W8.1

    Installed C2, latest beta but the project I was working on did not have .ogg files

    I figured that it might be a glitch with the latest beta so I reverted to r.168 just to finish my project.

    SAME THING!

    What am I missing?

    I create and import .wav files into the sounds folder but all I can see in there are only the .m4a and .wav files. No .ogg get's created.

    Help?

    When you import them, does it says something during the conversion?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • If performances is not the issue, crosswalks is larger in size but works the same as chrome for android, so should support well textboxes, as for facebook and twitter I cannot be sure 100%

    For ads and IAP, cocoonjs currently is the best option unfortunatelly (the unfortunatelly just represent a personnal point of view about cocoonJS)

  • I don t think it is possible (mostly due to the way decoding music works)

    As spongehammer said, you could use a reversed track, along with the seek to to begin at the good moment of the track

  • To create a mario like effect, I want to add a bounce off effect when the player touches the enemy's head. I tried setting simulate jump to the player when it touches the pinned sprite on the enemy's head, but that is not making the player jump

    Any solution?

    The jump built in works only if the player is on the ground, to do a bounce, use instead:

    Set vector Y (set it to a negative value, for exemple, the basic jump is equivalent to set vector y to -self.platform.JumpStrength)

  • You are currently telling him that it should increase it's opacity when under 99%, and decrease when over 1%

    At 100%, it ll decrease 2% before getting inbetween (98%), where it is both under 99% and over 1%, thus applying both the addition and substraction of opacity, which is not the desired effect

    I guess a better way to handle that would be to have logofade being equal to -1 or +1, and adding it to the current opacity.

  • Thank you SO much! Using families solved the problem <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Added bonus - I had no idea families had been added to C2! I was still patiently waiting, expecting them to one day pop up in the same place they were in Classic, somewhere around C2's containers section in the left-hand panel <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    I suggest you to read the manual more often: https://www.scirra.com/manual/1/construct-2

    not saying that with a mean spirit, just families are I think here since.. 2012? ( https://www.scirra.com/construct2/releases/r75 )

  • >

    >

    > 1 and 3 will help memory usage wise (and since cocoonJS lacks of a clean memory management, it can help, not in all cases though)

    >

    > 4 will help if the logic of the game is too heavy, you also might want to see if your events aren t doing tasks when there is no need.

    >

    > 2 I do not know if it will have an impact

    >

    I think I may have some lousily coded events that are doing unnecessary work. There is a considerable logic involved in this game. Can this effect the performance dramatically?

    it depends, exemple: if you are moving like hundreds of ennemies that are far off screen, which also implies that their AI is still active in that case where it does not affect the actual gameplay in any way, then it can be rather problematic.

    Of course on mobile the situation is more threatening than on PC.

  • My android game is lagging even on Samsung flagship device S4. Can these things be done to improve performance?

    1. Reduce the size of sprites using photoshop and then importing it instead of importing a large size (say 128x128) and shrinking it in C2 to a smaller size (say 64x64)

    2. Decrease the number of layers which are in parallax scrolling (right now there are 3)

    3. Decreasing the number of frames of the player and increasing it's fps.

    4. Removing Sine behavior and instead using animated sprite to do the same job. (I use ALOT of sine behavior: everywhere- from main menu buttons to in-game objects, can it slow the game down)

    It's an endless running game. I'm deleting the randomly generated tiles as soon as they get out of window view. I'm also deleting all sprites that go outside the game's window. I'm using CocoonJS latest version 2.0.0.1 and C2 latest stable.

    Thank you for your help!

    1 and 3 will help memory usage wise (and since cocoonJS lacks of a clean memory management, it can help, not in all cases though)

    4 will help if the logic of the game is too heavy, you also might want to see if your events aren t doing tasks when there is no need.

    2 I do not know if it will have an impact