part12studios's Forum Posts

  • yes to confirm this, i reverted back to 195 and games run successfully through XDK.

    whatever he is experiencing, I believe it's related since Cordova is also using iOS Safari for the game to run.

    Please please find a hotfix for this. I'm working on a time sensitive project. I've never been burnt before by a beta, I will be much more careful in the future moving beyond a stable build.

    It must be something minor to freeze up a game at launch preventing the rest of a game to work.

    Thanks!

    Caleb

  • I'm not sure if this is related but i have noticed also that i'm seeing a similar result with iOS / XDK / Cordova.. now all apps load with a black screen and the status bar still visible.. two different games both that compiled fine with 195.. i'm reverting to 195 now to see if that helps.

  • Hey I found this thread also which is even closer to what i want.. well pretty much spot on.. but it just shows a VERY different approach to the structure. always interesting to see how different people approach things

    I'm dissecting that capx next to take that approach.. i was able to quickly modify it to make the action subtract from and changed the timer from 0 to 10 and it counted down nicely.

  • I've been trying this out more and the example they give is good as a timer going up, but i'm struggling trying to figure out how to get a seoncds and decimal to appear as it should..

    this is the closest I've gotten so far

    zeropad(floor(Timer% 60), 1) & "." & zeropad(floor(Timer%60), 1)

    however this results in showing the timer value like this.. 5.5 4.4 3.3 I can't figure out how to shift the area to the right of the period to display the value in the .0 area..

    i'm trying to make it count down 4.0 3.9 3.8 3.7 etc.. I'm sure its just a few simple changes but as i dug deeper into this tuturial it was clear they were not going to discuss how to get in to milliseconds..

    it seems like it might have something to do with changing the % value, but i've tried a bunch of variations and nothing seems to allow me to grab the milliseconds of the timer (or even the time value from the tutorial)

    Thank you again for your help with this!

  • oh that's nice. That's an awesome tutorial. this is exactly what i needed. a working example capx to emulate and then some! thanks!

  • how does that work exactly? making something into a string in C2? do i need to make a new variable to put the converted value or is it done in the expression itself?

    using your expression i got a syntax issue.. i think "lef" is meant to be left but still something in there wasn't working right.

    you use the "," throughout the formula which would be a period right for a timer right?

    This looks really promising I've just never had to work with casting values from a number to string or the other way around so the whole concept inside of C2 and the right way to do it is a bit mysterious to me.

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  • The thread definitely talks about what I'm looking for, but i just don't follow the expressions he's using as they don't (to me) seem to really correspond to how you would work in an event sheet.

    all of the formatted string stuff was confusing.

  • Hi there, i found this thread which seemed promising but also a bit confusing..

    all that said my game has a timer.. with a NUMBER variable called "Timer".. let's say you have 4 seconds to do something.. i would need it to start at 4.0 and always show a decimal.. 3.8 3.7... 3.1 3.0 2.9 etc

    it seems like there must be some way to just get in there and be able to round a variable like my "Timer" variable to drop off anything after a certain decimal.

    Thanks!

    Caleb

  • fisholith thank you for offering this explanation but there is something about this that's totally going over my head. I get the general idea of how you're doing this, but am not sure I would actually put this in an event sheet. I have a timer that would be in 0.0 format.

    in the attachment you can see i have a timer integer which is the actual timer that is being used in the game mechanics.. my assumption is that the digits text variable in your example (i calle TimerText) is a kind of dummy variable that just displays the number variable in the appropriate way.

    in this screenshot, if i disable the 3rd line what i see is basically a decimal-less version of the countdown, so that is at least doing something to the number.. but i don't know how to actually apply the "Formatted string" lines of code you show as an example because it seems like they are what is responsible for the shifting of decimals..

    but even if that's not the case, your examples all reference a specific number in the formula.. i don't know what my timer number is at any give moment so i can't say timer.123 or timer.3 you're example talks about specific numbers, sorry I'm so confused by this.

    NOTE: Also when I have that third line in the screenshot active it just goes blank.. I just wanted to mention that i know it's wrong, i just wanted to try something as close as I could make to what you were showing in your reply.

    Thanks!

    Caleb

  • Actually I just got word from the good folks over at XDK and it sounds like while its not in place now, it is all set up to be resolved so this will not be an issue for XDK users. Crisis averted! yay

  • Hi there, this is pretty concerning because I have several builds to push out very soon and I'm using XDK. Everything is the latest but i just submitted an app and see this warning.. is it just a generic warning? I have several games I need to publish soon, but don't want to find them unable to publish Feb 1st. Man that would suck..

  • yea i think you're right about the round off stuff... and ok yea 0-100.. percent.. duh.. didn't even think of it like that.

  • doing some mad math.. i did try just now to divide a value say.. green which is:

    R - 51

    G - 153

    B - 51

    and i simply divided the value above by 255 (maybe i should do 256?) and i got basically:

    R - 20

    G - 60

    B - 20

    which looks dead on.. weird they would use a color range like this. is there some standard system that uses color in a range of 100? I've never seen that before.. or overlooked it in photoshop

  • ooooooo .. but then how do i calculate colors from RGB? if i use a color picker I get these values.. also strangely enough.. colors like blue:

    r - 0

    g - 0

    b - 204

    look perfect as best I can tell, however looking closer blue isn't perfect.. it is off.. just not as noticeable. do i still use the parameter 0 1 and 2 for RGB?

  • hobibit of all of the options above yours seems like the most straightforward, however I just posted my issue with set color.. there must be a solution, i just can't figure out what could be difference. the objects are frames of animation in sprite object so they are all in the same family..

    The only thing I can think of is that maybe since my sprite object frames are white, the white is somehow bleeding through, but if that were the case it would seem like all of them would be a little washed out and that's not the case.

    I feel like set color is the best solution, but i can't figure out why it look this way.