vtrix's Forum Posts

  • dont pick with the uid ( in this case )

    link

  • i checked your cap and i noticed you set your animation to fire (cia) but on that frame there are no imagepoints, so it spawns from the origin, so it also collides with bala and substracts vars, so i dont think there's something wrong with the imagepoints

    i have modified the cap , when you do the select - space they shoot 3 ammo

    capx

  • could it be that you are using the timeline instead of the timer behavior, the timer behavior can be used for multiple instances, timeline is making only one timer with a certain name, so you are propably just overwriting the same one

  • well if you have different "objectsnames" as a string in you array, you can trigger it for example every x seconds , pick array value at x

    if that equels a certain "object1"

    create sprite1

    if that equels a certain "object2"

    create sprite2

    i dont think you can have a string directly spawn a sprite

  • maybe its not what your looking for but what if you used a multiframed sprite and calculate the probability on the amount of frames and then set the frame of that spawned image, this is how i deal with multi identity's, then you only need do deal with one sprite and compare the frame to know what is what

  • yeah i have also looked into it and it seems that 'post' and 'get' are compareble in security, as post is maybe slightly more secure, its how you deal with the input in your php programming, there are many writings on preventing sql injection and better password protection, hashing + salt + random combinations and such, that sayd im also no expert, and still learning all this, must aslo look into this session key

  • http://29a.ch/experiments/

    look at the particle demo's

    and this.. normal mapping for javascript, wow, take that cclassic

    29a.ch/2010/3/24/normal-mapping-with-javascript-and-canvas-tag[/url]

  • im quite interested in this, isnt sending the login with ajax like the same as just login from the webpage, its how you deal with the password in the external file is it?

  • here is an optimizing trick for iphone 4, while ios5 is faster, iphone4 uses retina display wich makes it rendering at a higher dpi but also makes the canvas performance go down, i havent tried this but the messages seem so say a much higher fps

    http://29a.ch/2011/5/27/fast-html5-canvas-on-iphone-mobile-safari-performance

  • maybe its a crossdomain issue, but then its strange that you dont get any alert

  • i have this bug again, happens when you do alot of renaming and moving in a project, you normal get another bug after it saying wich sprite is not found,

    easy fixed by placing the requested sprite in the right directory but thistime this first check failure doesnt go away, is there a way to fix it by editing xml or something?

    edited: well i found whats wrong, i inspected the sprite again, wich was gone in the first place, it seems there was an extra frame (added?) wich i deleted and now loads in fine.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Cannot find project file for animation frame

    Condition: FileExists(GetProjectPath().c_str())

    File: Projects\AnimationFrame.cpp

    Line: 188

    Function: void __cdecl AnimationFrame::Load(const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 70 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 2)

    ---------------

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  • its something i just come up with, so i need to test it, but what if you compare the distance to a temp point, every so many ticks, this can tell you if its has been moved and check if its moving fast or not, and it doesn't need alot of overhead calculation, like velocity calculation

    sqrt(Object.Physics.VelocityX ^ 2 + Object.Physics.VelocityY ^ 2)

  • r70 just discoverd this bug also, only on minified versions, hope it can be fixed

    edit:

    if you put all step accuracy to zero it has somewhat of thesame behavior, jelly like, but with minifier it also adds somewhat of a motion

    a temp solution could also be to disable minifier on the parts of physic engine but not on the rest of the game? if that is possible.

  • just checked, doesnt do that anymore, must been multiple steps, i pay more attention next time :)

  • succes! i deleted workspace and some other keys and reinstalled, thanx for the pointer