Behamut's Forum Posts

  • Hi all,

    I would like to help this community to grow, as i find that it is a very "familiar" and helpful one.

    For that, i would like to help to translate Tutorials or Manual entries to spanish.

    I'm a student in a Game Design institute and i found that wherever i'm asked for help in construct 2 and i send them the links to the some tutorial that are still not translated, they just drop the enthusiasm of making the game because they don't know english.

    Well, if i can put my service to good use please let me know.

    Ashley, i don't know if this is the right place to post this, please correct me if i'm wrong.

    Thanks.

  • Thanks ramones!!!! really helpful, and really fast too, <img src="smileys/smiley4.gif" border="0" align="middle" />

    Now it works perfectly! Thanks again!

  • Hi everybody,

    I'm trying to do a sort of an analalog touch control system, it is for mobiles platform (currently tested in Defy+ and Galaxy S3) so i hope that the moviles developers could help in this one.

    Well, the problem is that i can't get the control to work correctly, so far i manage to make the character move correctly as long as the screen does not move, but once the character move and the screen moves along with it, the does not work anymore. I think that this is happening because the layer parallax property (in which is the control pad) is set to 0,0.

    This is the only "code" or event i'm using to create the movement.   <img src="http://i.imgur.com/Vy9yw.png1" border="0">.

    And here is the .capx

    I would really apreciate if someone could help me to figure this out.

    Thanks in advance!

  • No problem, i will make sure to test it...

    See ya!

  • Well, for the first question, i didn't try to use a custom font, i use the Arial default font 'cause it fit well in my game, anyway, i think you may find usefull this thread.

    As for the second question, yes, i tested it on Galaxy S3 and Motorola Defy+.

    An just one more thing on my side, I was wondering how do you spaw enemies when your character is at certain distance, which event are you using? The only way i can think of is to put a blank sprite in certain point and then calculate the distance between the character and that sprite, if the distance is correct, make that sprite to spaw an enemy... is that the way you do it too?

  • Thanks for de advices farsmile90!!!

    I followed all of your tips and mixed them with a few of my own understanding, and i achive 50-60fps all the time!. A really impresive boost of performance may i said, so thanks a lot my friend!

    As for the SpriteFont plugin, it is a text plugin, but not the one that comes by default with C2. I'm talking about this Plugin, and as it is said in here:

    "NEVER use text object

    Rendering text on canvas is a very inefficient operation at the time. Use spritefont plugin or textbox. Be vary of their limitations though."

    But before using it i should have checked if it was supported by cocoonJS, couse it is not <img src="smileys/smiley36.gif" border="0" align="middle">. So the error i was getting was cause by this plugin, once i deleted it, it work perfeclty.

    One again, thanks!

    Cheers!

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  • thanks for the time dude,

    As for the tips you give me i see i was working ok, i already had implemented the "enemy chase you" part and the textbox part. Actually i don't use the textbox, i use spriteFont, it should bost the performance cause it easiest to render than text box, if you are not already using it i recomend you to do so,

    Now, the critical point, i used cocoonJs, but i can't get it to work, i keep getting this error message:

    <font color=red>JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined> is not an object. Cause: Tag: timer Function: function () {a.go();} have you ever see something like that? i'm out of luck man, =D

  • HI, ludei and everybody

    maybe is should open a new thread cause this seems to have no activity for a couple of weeks, buy anyway,

    i'm trying to use cocoonJs, but i keep getting this error:

    JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined] is not an object. Cause: Tag: timer Function: function () {a.go();}

    Don't know what it is about, the only function i'm using that can be related to that is "wait x secons", but if i remove it, it still give me the error.

    someone have seen the same error? if so, how were you able to fix it?

  • Hi,

    don't know if this is the correct place to write this o should i open a new thread, but anyway, the title of this treath is the same as my problem, so i will post it here, correct me if wrong.

    Can not post the .capx because is for commercial purpose.

    But i'm getting this error:

    JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined] is not an object. Cause: Tag: timer Function: function () {a.go();}

    Can't figure out what it's.

    Thanks in advance....

  • farsmile90, thanks for the quick answer!

    Well, i have tested my game with appMovil, but it does not even work on my devices, i thought it was something to do with Android not supporting directCanvas.

    In the other hand i did not try cocoonjs, may as well give it a try now, but still, i find odd the fact that it is running at 7 fps, and almost nothing in the game is that resourse consuming.

    But if you can make it run ok, then it something on my side, or as we say, a problem between the chair and the monitor, lol.

    But i just can't figure it out yet...

    Anything that you can tell me about improving the performance or the way you work for achive that high fps in your game is welcome =D

    Anyway, thanks! looking forward to see your game!

  • Hi, i've been developing an Android game for about a few weeks now, but it seems that no matter what i do, the performace just won't go any better.

    For the record, i read all the performance threads in the forums and the manual too of course, i have follewed every step in ranma tutorial and this manual entry,

    but actually, nothing improve.

    In adittion i have exported and build the proyect in many differents ways to check the performance, includind eclipse, phoneGap, html5, appiMovil, but non of it seems to work correctly or even improve the performance.

    I'm testing the game in a Motorola defy+ and a Samsumg Galaxy S3, so is not a phone limitation.

    In the other hand, i'm aware of rendered limitations of canvas2d against WebGL and that is why i did every thing in the game to be less resource consuming, but no result till now.

    Is there anything else to improve the performance? or i simple have to wait till WebGL is suported in phones?

    For you to know, in the phone browser the game run smooth at 60 fps, but as .apk native app it run at only 7 fps.

    (The game is very simple, does not use physics and there are no more than 20 objects in screen at time)

  • i prove it right away and it worked just fine! thanks! i was looking for a way to implement one force for the entire layout but your approach is the simplest, i will have to watch not to have too many bullets so does not slow down. Thanks again, see ya!

  • Gameplay > Graphics. I intend to prove this once again with Dream Enders (not that I'm using that as an excuse to make it ugly--not at all, but I'm using 16-Bit graphics).

    Totally agree on that one, when i was younger i think taht graphics should be the best in game at any cost, growing up i realize that gameplay is much more important, does it matter if the graphics are hyper-cool if the gameplay is boring?

  • Really amazing old games like Chrono Trigger and FF IV could easyly be made with construct 2, i mean, tecnically speaking, but only thinking in the graphics will take months to develop, not even taking in acount gameplay, story, narrative, dialogs, an so on, it will take a long time even working in a small team.

    Also, i think that there is still some thing to develop in construct for the rpg games to be more accesible, like more advance narrative and dialog tools, a in-build inventory witch can be modified to adjust the need of each game, and so on, taht is why in my opinion we don't see rpg in construct YET.

    But just you wait, they will come....

  • > Oh finally you asked here too.

    >

    > Ok so here is a quick commented example.

    >

    > Also one hour without an answer isn't really a big trouble, you could be a little more patient.

    >

    > Anyway, I hope this helps.

    that penalty for not being patient,

    but I'm really excited because I am participating in a competition to develop a video game for BlackBerry playbook here in Colombia.

    The prize is 10,000 U.S., but if you do not win, just to make the game won me a BB Playbook

    many thank you very much for the help

    Really? just for making a game they give you a BB Playbook? is not like i'm being skeptical, but sorry.. it's simple too much. The playbook cost a lot and a very large amount of competitors will just make an horrible and quick game just to get a playbook, i would think that there is some standard for entering, in any case, if it is how you say it is, it would be a good idea to post the info so other people would get to participate, even if it's only for your country, there may be other fellows from there that would be reading this =D

    Cheers!