Asmodean's Forum Posts

  • You could use the sine-behavior. That has an option for opacity.

  • As far as I know effects use the 'OpenGL Shading Language' not Javascript. So javascript doesn't work here.

  • Here is something that might be what you are looking for:

    I can't help you with the example. I only found the thread and thought that is what you are looking for.

  • If you click the button the focus is set to the button, because the button is a html-object. You have to click on the layer/canvas to set the focus again on it, then it should work.

  • Works for me. Here a little example:

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

  • You can't, but you can still use 'out of layout' or 'on screen' or negate 'is not on screen'. So if you want to destroy your sprite when its outside the layout/viewport you could use:

    Sprite| is outside layout-> sprite| destory

    Sprite|X is on screen -> sprite| destroy

    or anything you like to do.

  • I tried something, look if is that what your are looking for.

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

    In my example the bomb(the green sprite) has to be multiple the size of a tile (here a tile is 32x32 the sprite is 64x64). Drag an drop the sprite, then click it to delete the tiles around the sprite.

  • I like the idea and the music is nice, but for me it gets to fast to difficult. So it's more frustrating than challenging especially under mobil. The controls are more difficult and it gets way faster frustrating.

    I would consider to make rounds or levels and raise the difficulty slower.

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  • [quote:xrz2obn2]

    It should display "ready" after it is set GameState to "count", but does not.

    That is, because you override in the same moment var=4 the "ready" with text.var what is in this moment 3 and then var=4 is never be true again.

  • Bullshit sorry.

    That creates only random objects

  • No problem here, FireFox 32Bit, Windows 7 64Bit.

    But the CPU usage is extem high against chrome. Chrome 0-1%, FF 8-11%.

  • Congratulations.

    That was my last idea after you wrote of artifacts, that it might be a overheating problem.

    I'm happy for you that the problem is now solved.

  • Ok time for an update.

    I bought Construct 2 personal license, exported my game using NWjs, and the stutters are a little bit less noticable but they are still there. Additionally I am getting tearing now. I am changing the vsync and gsync values in my graphics card but dont seem to get any results. Do these work for html5 or NWjs files in terms of fixing tearing?

    Your problems get really strange I had never tearing with construct either in browser or in NW.js. Can you set all settings back in your graphic card driver to default an try again?

    Is it possible that you try another graphic card, maybe it's really a hardware problem or you could try at first another monitor-cable that's very unlikely that's the problem, but I'm really out of ideas.

  • [quote:1fhbwuy2] I can set limit the frame rate for games ànd did so now to 60 FPS, but how to do it for Windows and browser?

    Using the Construct 2 in debug mode (now previewing in Chrome) shows that the FPS is 60, but might that be not so?

    I can set global the refresh rate, but I have a graphic card from AMD. I tried 50Hz and 70Hz with both I had no problem with scrolling. So it seems the guess was wrong, refresh rate has nothing to do with the stuttering

    [quote:1fhbwuy2]

    Did you have any FPS problems/ tearing? How did you go about fixing them?

    I had only once FPS problems and that was because of the windows update and that fix was easy.

  • It seems that browsers (at least chrome, don't know about FF) are limited to 60FPS or maybe fix at 60FPS. Is it possible that the screen refresh of your graphic card is set to something other than 60FPS? And if you switch the screen resolution you switch the refresh rate too?