AmpedRobot's Forum Posts

  • I have been going full screen.

    Well, if it's not noticeable on most pc's that'd be great.

    I do have a really high end self-built desktop.

    It's an nvidia motherboard, 4 core 2.6 ghz processor, and an nvidia quadro graphics card.

    Now, the latter hasn't really been made for games, but for high end 3d work, which I do, but this particular card has never given me trouble video gaming wise.

    If anyone has a regular nvidia card and could chime in that'd be great.

    I had to slow the speed of some of the things in the game because the refresh just couldn't keep up, at least with my setup, but it's still going fast.

    Alright, I'm still in it I guess. I'm still having trouble figuring out the touch versus player angle for my right custom boundary because the readout I get in the game versus the manual just doesn't make any sense, and I need to set permitted angles, and so far it's the only thing really giving me trouble.

    Could anyone chime in on the Custom Controls - Critique thread?

  • Alright.

  • Awesomium doesn't even come in a 64-bit version ??!?!

    So, I can't even test it on my computer.

    32-bit really? After all this time?

  • I've been noticing this for a while.

    On many of the provided examples, mostly the infinite side scrollers (and many others), the screen has these weird flutters when updating the movement of the objects.

    Template: Auto Runner would be an example.

    Now, these are very simple examples with very few lines of code and to me this does not look professional.

    My monitor does update at 60 hertz, so shouldn't this be smooth?

    Does this get better after the Awesomium export to EXE?

    Quite frankly, this worries me.

    If Construct 2 makes this weird artifacting with a few simple objects and a few lines of code, what about larger projects?

    I've also noticed this in Ubi Land from the get go.

    I thought Construct 2 would be a great way to practice prototypes, maybe even make a commercial game.

    Now, I'm not so sure. I'm regretting a bit spending money for the license without testing all this ahead of time.

    I don't think this should be happening since there are other games made with Javascript (lightning fast now) and HTML 5 and they don't have these issues.

    Maybe learning Javascript would be the way to go?

    Of course, then I'd be getting into programming more and all I'm interested in is design.

    Sigh....

  • Also, I forgot to add:

    1) The angles I had to use for the check where the player is at the right boundary don't seem to make sense versus the manual or the readout in game, but this is the only solution I found that works.

    2) Also, when you reach the bottom boundary, the screen occasionally seems to scroll down a bit for no reason.

  • Hey, guys and gals.

    Alright, here's my custom touch control boundaries solution.

    By that I mean player ship movement using left mouse click, so the player ship does not go off screen.

    I did not use the built in behaviors (Bound by Edge or Layout) because I wanted to be able to set the exact pixels (it's important for later).

    If you'll notice, it works pretty well in the beginning, but then seems to hang up (or the ship seems to stop for no reason, especially near right boundary, sometimes left, and then resume, but only if you click several more times).

    It does not seem very elegant and would probably come off as buggy to a player.

    What do you think?

    Did I do this right?

    Is there a better or fancier way to do this that's more full proof?

    Here's the capx.

    Custom Touch Control Boundaries

  • Alright, guess I was having a brain fart.

    (This explains all the bad vibes I was getting <img src="smileys/smiley17.gif" border="0" align="middle" />)

    This is what happens when you post late and are exhausted.

    But thanks. This makes it clear.

    (I'm not a youngin btw, so things that seem obvious to people may not be so much for me.)

    I was going through some other examples where people were doing things in a fancy way with function calls and what not and I thought this was referring to some built-in functionality I could not find anything about.

    I still don't understand the purpose of the "scroller" sprite in the Space Blaster example and when you go to far up, the ship appears to jump down, but no biggie. I already set up custom boundaries.

    I'm still having trouble with custom touch controls. It works the way I set it up, but sporadically for one of the boundaries.

    I'll post an example in a bit for critique.

  • "Scroller" as in Scroller.Y would be another example from the Space Blaster demo.

    Absolutely nothing comes up in the manual on keyword search.

  • While I got the hang of some SC2 basics, I don't seem to be able to find some variable definitions by searching for them in the manual.

    For example:

    1) I was trying to understand the coding behind the Panning With Touch Controls example, which is pretty straightforward, but I could not find anything on the Touch.X("UI"). What is UI? Doesn't come up in the manual. I understand Touch.X, of course.

    Second example:

    2) This tutorial...

    Smoke Trail Tutorial

    refers to a lot of built in coding in SC2 itself (instance variables, indices...)

    In trying to understand the code, I could not find anything on "parent" and I searched all instances of it in the manual. I sort of understand it, but it makes me wonder how many other things I don't know.

    I would like to understand the code and what it's doing rather than just blindly copying people's examples every time I need something.

    I did some programming in BASIC back in Commodore 64 days, but as a top level language I figure SC2 should not be that hard.

    Where do I go to find out what's under the hood and how it works?

    Does a tutorial have to exist to describe it?

    Basically, rather than learning about everything piece by piece from other people's code, I'd like the whole breadth of it.

  • Ok, thanks.

    I did realize a bit after it was a highly loaded question which depends on the type of events.

    But yes. It's great to know SC2 is fast.

  • Anyone know how many events Construct 2 can handle efficiently at what resolution?

    I just don't want to get ahead of myself when programming.

    Mostly interested in Google Chrome with web GL.

  • Never mind figured it out today (no angles needed).

    Just gotta work on the scroll.

  • I think I've seen people solve this w/ INT, which rounds to a whole integer number as opposed to float or in your case whole pixel number.

  • Sure.

    1) Basically I'm trying to modify the existing template to do infinite scroll left and right; hence, I could not use the Bound to Layout or Bound by Edge behaviors for the Player sprite (I think).

    I was able to make custom keyboard controls based on my defined window boundaries. I'll modify the left and right boundaries shortly to about 15% from each edge, as I would want the player to see where they are scrolling to (right now it just mimicks Bound by Edge).

    2) I haven't yet gotten around to testing the scrolling left and right. Hopefully I can figure it out from the Space Blaster demo or some other code, but if someone has a tested solution that works, that'd be great.

    3) The problem I ran into was with the touch controls. I was setting a boundary if/then condition to begin with, but that just stops the touch controls from working at the boundary, so I think the solution is permitted angles.

    I would want infinite scroll left/right at the same speed for touch controls also (right now mimicked by left mouse click), so I think the permitted angle limitations would have to be set when player is right at my top boundary and bottom boundaries.

    I did a code testing window, as you can see, to test how angles work in SC2, but I have no idea how to set it up, so I could use the code. I'm not finding the manual all that helpful as many functions I see in code examples are not defined? (not a criticism, just makes it harder).

    I believe this is how angles work in SC2:

    1) Top left quadrant is -90 to -180 (-180 same as 180?)

    2) Top right quadrant is 0 to -90

    3) Lower right quadrant 0 to 90

    4) Lower left quadrant 90 to 180 (180 same as -180?)

    So basically I think I would need this setup:

    1) When Player sprite is at the top boundary, permitted movement angles for touch controls are only lower left and right angle quadrants (0 to 180)

    2) When Player sprite is at the bottom boundary, permitted movement angles for touch controls are only top left and right angle quadrants (0 to -180)

    If there's an easier way, that'd be great, but I think in theory this should work.

    The problem with setting up custom boundary limitations on touch controls I ran into initially was that the system conditions checking for Player.X for example in between two values (left and right boundaries) just did not work at all with the touch formula (no idea why as the logic seems sounds, but maybe they're not programmed to work with that code).

    One other weird thing I ran into. A global variable named AllowTouchControls as a flag made the code unstable, so I deleted thinking it was already some system variable. If true, it would be helpful to know others, so we don't inadvertently make unstable code.

    Here is the link to the capx:

    CapX

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Yup, I just found it.

    Thank you.