damjancd's Forum Posts

  • My project is almost finished, so this is one of the last issues I have.

    What is the most elegant and simple way, with the least amount of code and hopefully something that could be externally (externally as in, without adding new variables, switches, stuff in the already present code) implemented without meddling with the code that is already present?

    Or if it couldn't be done, with the minimal amount of change to already present code.

    Thank you for your replies folks, this is probably the last great conundrum I have for this project.

    EDIT: Oh and I use CocoonJS + full Construct 2 + it's an iOS project only

  • Did you find a way to disable multitouch? I'm desperately looking for a very simple solution.

  • I'm using iOS btw. IF that was still relevant. And I'm really hoping that Ludei fixes things with the new update. I could release my game in a few days turbo mode :)

    I don't want to complain about you guys since you've really made 90% of my dreams come true. I used to struggle so much with Flash, and Construct 2 is truly a godsend in every respect. It's made with us as users in mind, and that is still a bit rare.

    But if iOS exports were more reliable, It would really affect how much I invest, effort and time and money, into further projects in Construct 2, and also how much I recommend it.

    I really hope Apple gets their sh*t together and enables webGL on iOS 7... but judging from latest builds, it's probably not happening.

  • I also have disappearing objects when I return to a certain area. It might be slow refresh object load rate and I'm going to try to optimize assets.

  • I have the same problems, and the game is almost ready for publishing. I was just waiting for the WebGL integration by CocoonJS

    I feel a bit frustrated by this and I will probably start working on a new game until Ludei fixes this with a patch or something. I really hope 2 months of work doesn't go down the drain.

  • Since CocoonJS is launching their iOS webGL support any day now (waiting to pass AppStore approval), does that mean PER-layout resource loading will be automatically compatible?

  • I think this is discussed here, and a suggestion was made to make it more photoshop like, the handling of effects clipping masks etc.

    scirra.com/forum/apply-effect-to-only-certain-objects_topic56305_page1.html

  • It would be fantastic, it simplifies the matter, makes it familiar for people because of photoshop and it is quite easy.

    Maybe we could make another post as a suggestion using the same images or something similar?

  • Where does it exist? Any Links?

    thanks

  • Squiddster, did JohnnySix's example solve your problem?

  • UPDATE, for those that might come to this post needing the same thing I did.

    I made it work. Just named it spritesname.IID and it works every time. But it's important to note that the IID gets changed every time a sprite instance is destroyed. That's why It wasn't working before. Now I just set everything disabled, collisions etc, and invisibility on.

    So thanks, again :]

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  • Just one instance of the sprite worked as it should. The others didn't, and just looped infinitely. But if I'm on the right track, I will drill down some more towards this direction.

    As always Ashley, thank you very very much.

  • I tried searching through the forums and have spent 5 hours on this problem, any help is very very appreciated.

    I have these multiple instances of bubbles, with their own instance variables. They work perfectly and disappear when I press them long enough, just as programmed.

    Sound wise I have a problem, and would like the play pause specific instances of the sound so pressing each bubble and ceasing pressing it at the right moment, will stop the sound at a specific place, and when I continue pressing it, it would continue where it left off. I have like 10 bubbles of this sort, and I need each one to start and stop relative to how much it has been pressed.

    I tried adding ""popsynth" & Turboboost.IID"" for the tag (where popsynth is the sound), inside the code for each bubble along with the instance variables so it plays a locally unique version of the sound, but that is probably not the way to go, especially since it doesn't work.

    TLDR: I am trying to play different specific instances of a single sound, and control the instances with play & pause separately. How could I do that successfully?

    Thank you very much.

  • This is like honey to my ears. A comfortable and pleasant honey. Which you actually eat via the ears or something.

    Thank you Ashley.

  • I didn't know how to phrase the question better, but I am developing a very aesthetic heavy game, with a sizable amount of WebGL fx, I'm naturally trying to keep it at a minimum. It's going to be published on the AppStore once either Ludei's CocoonJS or iOS 7 make WebGL on Apple mobiles possible.

    Long story shortish, I was optimizing effects, removing where I can, I started thinking if increasing the value for example Glass WebGL effect "Density" would have a major impact on the GPU/CPU? I want to know if I can play with very big values for WebGL parameters, especially on the glass WebGL fx. I set it up to 10000 right now and I'm getting exactly what I need visually. But the OCD fear is there, that it might be a tumor on the CPU/GPU and slow the game considerably.

    Could someone help out an obviously lost man find his path?

    I will find the most sublime ASCII cake if I get an answer.

    I'm new to Construct 2, but not programing and game dev, I'm loving it almost as much as some of my favorite vital organs.

    Thank you