oosyrag's Recent Forum Activity

  • Nabu,

    Running a thousand loops will take just as long all running in one frame, or split 100 each into ten frames. The advantage of splitting them is that you can update a progress par for instance, since you get frames during the duration of the loop to draw updates.

    That said, there are generally many ways to optimize loops to speed them up, either by reducing the number of loops, lowering the amount of data that needs to be checked by conditions, reducing the actions taken per loop, ect.

  • Set up your object with "Car" and "Rotate" behaviors.

    For the car behavior, you'll want to turn off default controls. Set up your W and S to simulate "accelerate" and "brake".

    Set the rotate speed with A and D, one positive one negative. Make sure you have an "else" event after that sets speed back to 0, so when your keys are not down it stops rotating.

  • Ok, the key here is that you pick the menu object by touching it, then compare the contents of that specific menu object to do something. In this case I would want to follow a similar system/logic for a keyboard press, so I don't have to remake all the actions for every menu option again separately.

    The question should be - How do I pick the correct menu object On Return pressed? There are a several ways. Use your marker, which is presumably next to the relevant menu object, by:

    a. Menu Object - Pick Nearest to Marker.X, Marker.Y

    b. Menu Object - Compare X position equal to Marker.X

    c. System - Pick by Overlapping Point - Marker.X

    Now that you have the correct menu object picked, the rest should work as expected.

    Here is a screenshot of how to set up the sub-eventing, since you'll want an or block in there.

    If you've touched to pick the menu object, the subevent doesn't matter because there is only one instance to pick from anyway. If you used keyboard, none of the menu objects are picked, so the subevent will pick the one you are interested in. Every sub event below that will only care about that one menu object that you picked.

    I noticed that you used a Family to destroy all the menu objects (since if you used destroy on the object itself, it would only destroy the picked "active" menu object). Just wanted to note an alternative - there is a "Pick All" condition in System that would let you reset the picking within a subevent to properly destroy all the objects. This is mostly for the reference of people demoing C2, without access to families.

  • 1. Generate a random set of numbers using the random() expression. To determine the number of random numbers generated, you can use a loop - repeat random(4,10) times. Create text, set text to random(x,y). Random() can be set to a negative number

    2. One way to sort your randomly generated numbers in order, probably in an array. There are multitudes of ways to do this. Ref: https://en.wikipedia.org/wiki/Insertion_sort Edit: Just use the sort action!

    A simple way I can think of to simulate the effect you are looking for, is to compare the selected number with ALL the other numbers. If ANY other number is less than the selected number, then fail and start over, set points, ect. Else if no numbers are less than the selected number, then delete that number and move on.

    This will only work for numbers, and in order from smallest to greatest or vice versa.

  • The keyboard plugin has no properties.

    After you add the keyboard object you can use keyboard conditions and expressions in your events, as described on the manual entry here. https://www.scirra.com/manual/113/keyboard

  • Can you give an example of some the texts on your layout, a sample of what a player can input, and which of your texts would count as "nearest"?

  • This is part of the learning process of coding. As you get more experience working things out yourself and exposure to other's solutions via the community, you will gradually build your own foundation for certain logical thinking.

    Otherwise, there is no shame in asking no matter how experienced you are. this community is great and other people have likely already gone through what you are stuck on. I myself find solving other's problems enjoyable, like small puzzles (the ones I can handle anyway). Helps me keep my mind off my own projects and problems I'm stuck on :p

  • So basically you want a motion that is NOT natural physics.

    You'll need an additional event to artificially cut the momentum of the object, either by comparing the distance travelled, time since launch, or height position, up to you.

    Edit: Or make an invisible solid ceiling for your sprite to bonk its head into.

  • A logically simple option would be to use invisible placeholder sprites, with rules in boolean instance variables for each direction - up down left right, either true or false

    Your base condition is

    Player is overlapping sprite

    Sub events

    On Right Key pressed

    Sprite.right is true | Move Right

    On Up Key pressed

    Sprite.Upis true | Move Up

    Basically, while on this sprite, if the sprite allows me to move in the direction I specify, then move.

  • [quote:30n3707h]Snapshot canvas

    Take a screenshot of the current display. This triggers On canvas snapshot when the snapshot is ready, and the resulting image can be accessed with the CanvasSnapshot system expression. This can then be loaded in to a sprite or tiled background, sent to a server, or opened with the Browser object in a new tab.

    [quote:30n3707h]Invoke download

    Invoke a URL as a file download in the browser. Even if this points to a web page or document, it will be downloaded as a file in the browser interface. The URL can point to any address on the Internet, or it can be the name of any imported project file, or it can be a data URL (useful for downloading canvas snapshots). The filename parameter allows you to choose the filename the browser gives to the download, which can be different to the name of the resource being downloaded.

    You would probably want load the sprites into your layout, position them together, resize the window, then snapshot and invoke download.

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  • Here you go -

    https://www.dropbox.com/s/ffwojstcimlun ... .capx?dl=0

    Try to figure out sub menus based on this example, if you still have trouble ask again!

  • https://www.scirra.com/manual/183/memory-usage

    Images are loaded into memory per layout. In games with large levels and/or lots of artwork, video memory is often the limiting factor.

    As far as rendering/processing speed, you can also separate your event sheets per layout, so you don't run through a bunch of events that don't apply to the current layout, but I believe the performance effect is negligible/irrelevant.

    Edit: The biggest factor is the initial download time/size of your game - if you have tons of layouts and assets, those will all need to be downloaded when you first load your game.

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oosyrag

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