Ashley's Recent Forum Activity

  • Family Behaviors are just the behavior equivalent of Family Variables. If you add a family variable, all objects in the family inherit the variable and can use it from the event sheet. Family behaviors means you would be able to add a behavior to a family, and all objects in the family inherit the behavior and can use it from the event sheet as well.

  • You're not required to use any particular features, you can do what you like! You can make multiple objects in one Sprite but my personal preferences is Families is more convenient. It's mainly for more philosophical reasons:

    • It's more object-oriented to have each object as a separate object, rather than one object representing many objects. Families represent a base class and its members are derived types, as per OOP.
    • It's less events, since you can use families as one object anyway, without conditions checking what kind of object it really is. If you need events specific to one object type, you just make them normally as well.
    • I just think it's more intuitive the families way.
    • Things like animations can be easier to set up with families.
    • Adding a new object type to an existing family should be more straightforward with the families system, since you can just add it and it inherits all its functionality. No need for more subevents or animation events.
    • I don't think there's anything wrong with having lots of object types - the folder system allows you to stay well-organised and we hope to add the folder view to the event sheet dialogs in future too.

    Still, you can do it either way, it's a personal preference.

  • sqiddster, I just tried again and went view-source and it still has things like "<script data-djssrc=...". This is still invalid HTML. Have you modified it or is the server modifying it? Can you not just try the HTML file that Construct 2 exports without modifying it?

  • It's on the todo list, we just need to modify it otherwise all arcade games will share the same storage.

  • Have you tried r79? I made a change which was relevant.

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  • It works fine here. Maybe provide a .capx?

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  • would setting visibility to invisible for objects outside layout speed up the game?

    Nope, this will have no effect.

    TW, typo in the Performance tips

    Thanks, fixed!

    ould fullscreen mode set to crop and manually scaling all your sprites on their creation be faster than fullscreen set to scale?

    Probably not - if it's hardware accelerated it will probably have no effect either way, but even if software rendered, scaling sprites is probably as much processing as scaling the whole display.

    have a call javascript plugin that in

    every 0.1 second -> run javascript function
                      set global variable to read return function

    Generally it's not possible to answer "Is X efficient?" questions, especially when involving third party plugins which isn't our code, but I would guess if you're only doing it 10 times a second it will be perfectly fine. (FYI I've built-in the AppMobi accelerator to the Touch object for the next build)

    ill setting the animation speed to 0 for one frame only objects make a difference?

    Nope, none.

    Everything important has been mentioned in the Performance Tips manual entry - anything not mentioned there is probably not likely to have any significant effect. Any important little tweaks you can make to improve performance are already written in the article.

  • Family behaviors are on their way! Can't give ETA on features though I'm afraid.

  • Can you make a simpler capx? It's very difficult to tell if this is a bug in your events or a bug in the platform movement. Also, are you saying the bug is that when you're stuck "On jump" fires but "On landed" doesn't? I don't see why "On landed" should trigger if you did not jump, so maybe you just need to adjust your events to be able to handle that case?

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Ashley

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