7Soul's Forum Posts

  • November 23-25th let's make games and promote charity

    <font face="Verdana, Arial, Helvetica, sans-serif"><font size="6">Charity Game Jam</font></font>

  • Is this you want? http://d.pr/i/OmoE

  • sqiddster I wont, I'm too dumb

    thehen That will do, didn't know glass did that

  • Ashley answered with this:

    "Your example loads within a second even in r109. So I guess your computer might be a lot slower than mine...

    I've tried to improve the performance of the startup time. In the attached fix.zip try extracting eveng.js over the one in <install path>\exporters\html5\eveng.js. Does that help improve it?"

    I had reinstaled 108, but then I got it back to 109 to test your fix, and the game was loading fast again without the fix. Not sure why :/

  • Ashley I sent it through supportupf@scirra.com

  • sqiddster Yes, but this will make the effect on sprite entirely, even if it is only half on water

  • My game used to take two or three seconds to load a preview before, but now it takes over 10 seconds

    I used Chrome's developer tools to check the loading, and I don't know if it did this before, but it seems to be loading a whole bunch of these:http://d.pr/i/TYBt

  • Is there a way to make an object with the water distortion effect affect the objects it's overlapping?

    I have a water sprite, and when the player (and anything else) enter the water, it get's the distortion effect. If it's only partially submerged, only a part is affected, etc

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  • I can't change the height of the grid, it always reset to 32

  • I don't understand your question. Seems like the game is working fine

  • Most important: keep the number of polygons to a minimum

  • I believe I finished the map system and the menu screen. I'm moving the extra information to another screen, and for that I'm adding 2 more buttons, L and R, that will be used in the game to quickly change weapons.

    Unexplored areas are dark and don't show the passages between them. This way you reveal the map as you explore, and the map serves more as a guidance and so that you don't get lost.

    There's also a dot that shows where your next objective is, if there's any.

    <img src="http://i.imgur.com/6KzhH.png" border="0" />

    Now I'll work on more interesting stuff, because none of you wants to keep seeing menu screens, right?

    I think now I'll start working on enemy behavior for the exploration part.

    First I'll make those rocky enemies that roll at you

    <img src="http://i.imgur.com/P7mFk.gif" border="0" /><img src="http://i.imgur.com/LfePF.gif" border="0" />

  • Yes, if you make the bullet move via a loop, you can check the collision inside the loop, which can be a lot faster

    Eg:

    Repeat 5 times

    (action) Bullet move 1 pixel

    (sub) On collision

    (action) Destroy bullet

    Here the bullet moves 5 pixels per tick, and the collision is checked 5 times per tick. Note this will cause a performance hit if you have too many bullets

  • You can make a second family with the same objects, and use what R0J0hound said

  • New map engine, now shows connections between rooms and can also display bigger room shapes. In the game there's still no bigger rooms, but I'll be working on these next.

    I'll also be working on secret rooms to be displayed as blue squares on the map, but only after the player discovers them

    <img src="http://i.imgur.com/TZUbq.png" border="0" />

    But can you make it so the ship instantly starts and stop, instead of slightly accelerating and decelerating.

    (Unless that was the control you were going for :P)

    This have already been changed, the movement will now have instant acceleration and deceleration

    A big WOW ! :D

    But the enemies dissapear when the timer is at 1500 ...

    That version might not be looping the enemies, but still, that's only an early prototype