Colludium's Recent Forum Activity

  • I think what you're asking for is for the platform behaviour to behave more like the physics behaviour by preserving momentum. I think the only way to achieve what you want - consistent behaviour whether jumping off a platform or not - is to write your own x velocity code using events. It sounds like you've done that already for when the player jumps off a moving platform. For the rest, then, set the default platform deceleration to 0 and set x velocity to reduce to 0 as you have already. It might take a bit of experimentation to get the effect you want but at least then it'll be consistent wherever the player jumps. I've personally found the default behaviour OK for a quick prototype but things like this require some alternative behaviour writing using events.

  • Have you tried running it on a different windows pc, just in case it's a graphics driver issue?

  • I think ggibson1 is correct - the property name should be the text before the colon from the css sheet, all in "". The value is the data to be inserted into the parameter and it comprises everything after the colon up to, but not including, the semi colon. Although I wrote the tutorial I'm no css expert - I'm just becoming less inefficient at using c2 LOL.

  • The font is not laid out in a grid and won't work unfortunately - the top row and 2nd row have a different number of characters and Sprite Font requires the characters in the image to be evenly spaced. I recommend using GYFM if you haven't tried it already. You can easily recreate the font effect you showed above and you can always edit an exported png in GIMP or similar for more effects.

  • I give my player an instance variable that acts as a condition to shooting. On shooting, set the variable Player.TimeNextShot to time + 0.5 (or whatever). Then, as a condition to a player shoot demand, check to see if Player.TimeNextShot < time. I find it allows for easy variation in the delay time, depending on weapon in use etc.

  • Chrome v39 on Android 5.0.1 - doesn't work here either (unless the effect is supposed to be slow moving well spaced rgb coloured diagonal lines!).

  • SecondDimension, didn't mean to miss you out - I see now that there are two top 100s... Nice work!

  • #644 overall, which is way better than I managed last time! An improving learning curve....? My scores on humor and mood let me down (mental note for next time). Well done to alvarop and Erkberg for thier top 100 entries - much respect!!

  • I don't know how far they progressed to with it - I just note that the blog was from 2012 - and it appears that they have forgotten their own ideals...

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  • That's great that it fixed it - you'll probably see your game run smoother as well. I think if you can provide them with a simple non-minified c2 export (even just a blank project that runs with no frame but with the frame boolean set true) then it'll show them the problem so they can identify the cause and fix it. In fact, just thinking as I type, if a simple blank project export does cause the problem - are you able to try it on a different computer / could you zip up an example and link to it here (I'll give it a try and see if it happens on my machine as well -it might be some hardware incompatibility between nw and your hardware).

  • Kan, spacedoubt,

    If the package.json is correct then this probably has nothing to do with c2. Which version of nw are you using? r190 installer uses 0.11.1 - but you can easily revert to 0.10.5 (much better IMO) by following this guide

    .

    Try the old version and see if your problems are fixed. If they are, then it's definitely a bug with the new version of nw - they can only fix it if you report it to them. Does this happen with both x86 and x64 exports? Are you making any requests to the browser object / nw object?

    As far as I understand nw wrapper - if c2 sets the boolean correctly then this is probably not a c2 bug....

  • Nothing serious... Event 7 - you're setting TargetX twice instead of TargetY, which is why the sprite moves to y=0.

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Colludium

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