christina's Forum Posts

  • Thank you Ashley! You can close this <3

  • Thanks for the reply Ashley. It's a Xiaomi Redmi Note 4X

    https://www.gsmarena.com/xiaomi_redmi_note_4x-8580.php

    Fingerprint (rear-mounted), accelerometer, gyro, proximity, compass

    It's not entry level and absolutely does have an accelerometer.

    Other proof is that the same device *used* to work with chrome a month ago, and the same device apparently works with Chrome Canary and Chrome Dev, just tested. Just not the vanilla chrome and phonegap build.

    Should I be bugging chromium devs instead? It's a little maddening.

    Also I take it the capx works for you on your test device?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Problem Description

    Android Chrome doesn't read XYZ acceleration values (with or without G), but DOES read Alpha, Beta and Gamma.

    The android device is obviously equipped with an accelerometer, which is testable because Firefox works fine.

    It also seems to affect cordova and phonegap, so maybe a chromium problem? I don't know their infrastructure.

    Attach a Capx

    https://www.dropbox.com/s/ytsctdvg3s4f4z5/bug.capx?dl=0

    Description of Capx

    This capx prints out X acceleration and Gamma

    Steps to Reproduce Bug

    • Step 1 run it on an android device using chrome
    • Step 2 run it on an android device using firefox

    Observed Result

    Chrome doesn't read accelerometer data. Firefox does. Both read gamma

    Expected Result

    Chrome should read accelerometer data

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    Windows 10 10.0.16299 build 16299, but doesn't really matter because construct 3 does the exact same and C3 is OS independent innit?

    Construct 2 Version ID

    v255

  • A game made in 3 days, it's a shmup with a unique Absorb mechanic.

    It's the sort of thing Construct 2 excels at.

    Special thanks to the devs of Glokar and 7Soul for their neat and tidy code, it helped a lot with enemy patterns, it was much tidier code than I would have come up with <3

    Play it here:

    https://castpixel.itch.io/fusecell

  • Fabian Luarte yes of course:

    here:

    https://drive.google.com/file/d/0B6_Uw_-Ku5yISnlPNG9URXIxcVE/view?usp=sharing

    I also updated the link on the first page.

  • of course! http://puu.sh/vs3lw/219ba0875d.capx (check the "pathfinder" function at the bottom)

    I think I know what's going on too, I'm telling it to follow the largest number instead of branching out. But I'm not sure how to fix.

  • forgive me for necro-ing the post alextro and/or R0J0hound but I'd love to see your implementation with an array.

    I'm trying to fill this array full of "P"s with a flood fill, and am failing miserably. "For each XY element" does just one row and one column (and their neighbors).

    I don't know why it's not traversing the whole array. Are you perhaps spawning miners for each new number that occurs? So that there's a lot of miners simultaneously going around the array and changing things?

    thank you

    • Post link icon

    I've read through every post carefully.

    I'm a hobbyist dev, I've bought two personal licenses for C2 in the last 5 years (one for a friend) and I loved every second of it, apart from the platform jump height bug that I've had to live with in C2 and I'm hearing is now fixable. Could it, I wonder, be an optional switch in C2 as well? It would mean a lot to me <3

    Re: pricing, I've been priced out of software before, I stopped upgrading photoshop at CS6. $99 a year is too steep for me, the economic situation in greece being what it is and declining further every day. I know that's my problem to deal with, not something a company that needs to stay competitive needs to assess, but seeing formerly well-to-do friends suddenly have no money for food and shelter makes me think twice about switching to C3.

    So in this precarious economy (which is reaching other European countries fast) switching to C3 isn't just about one year's worth of subscription, which I can fit into my budget, it's about becoming chained to one more recurring expense, when every survival instinct is telling me I should cut down on everything.

    I know you've assessed the market and think that's the way to go if you want to have a viable product, and it's ok.

    I'll be sad to miss out, but since the new product is better, it makes sense that it's a lot more expensive and that poor people will be priced out of it.

  • well since this was resurrected, let me just pop in to say newt I'm still surprised at your disagreement. this works fine

  • the canvas can be any size, can't it? would it help if you set the final viewport size to the desired dimension and only resize the canvas?

  • Ashley you're right. You're always right. Thanks again, and sorry to have taken up so much space to figure out this stuff.

  • So apparently the only way to achieve smooth 1-pixel movement is by not using dt, and fixing the min framerate to 60fps.

    Yes, I sacrifice vsync, but it looks super smooth on all the devices I tested on. It's a super tiny game that takes hardly any CPU and RAM, 60fps should be easy to maintain.

    It's also how old arcade games used to do it. Granted, they had unwavering 60fps, due to fixed hardware.

    I don't have access to a 120hz monitor, but if what you say is true Ashley, then it will run at double speed. Is there a way to fix the max framerate to 60? Should I just edit the .js?

    From this article: http://www.learn-cocos2d.com/2013/10/ga ... me-or-not/

    [quote:p7b7x8s3]Even today, framerate-dependent gameplay is the de facto standard for 2D games on gaming devices with a locked refresh rate (meaning: vertical synchronization is always enabled).

    [quote:p7b7x8s3]Most moderately complex games employ a game simulation module that is updated at a fixed rate regardless of the framerate. This game simulation is completely separated from the visual side of things, just like OpenGW. Many games can do away with a 30 Hz or even a 10 Hz update rate of the game simulation. The delta time is only applied to the visuals.

    What happens is as follows: the game world is updated once every tenth of a second and rendered to the screen in the same frame. The visual side then (linearly) interpolates the current game object’s positions by multiplying their velocity with the delta time for the next 5 frames, until in the 6th frame the game world is updated once more.

    Could we have something like that in Construct? A simulation of fixed fps. It makes *SO* much sense for an engine that only does 2D games

  • Ashley thank you very very much for the explanation and example.

  • Having control over pixels is important. Ashley is your final word that consistent 1-pixel per frame movement can't be achieved with C2? If it can be achieved, a push in the right direction please? Shovel knight can do it and apparently game maker too

  • Runs my project fine?

    So could you record your screen with licecap or something and show me the gif, where my project achieves 1 pixel per frame consistent movement? Because none of the computers or monitors or browsers I've tried do that. Please don't make me feel incompetent, if you have info share it!