bigproblem01's Forum Posts

  • ah no worries, I've managed to see the screens before they went south, but still preferred to download the capx and look into it.

    Yes, your solution works good and when I was trying it out I did as you just said - set the height to whatever I wanted and then multiplied it by the ship width ratio and it worked. The problem that remained was also as you just said - the origin point.

    I need the bar to decrese from one end only so it has to have an origin on the edge. In ship's case it has to be in the middle to create and illusion as if the ship is levitating up and down (from topdown view)..

    In the end I realized that I don't really need that feature since the ship kinda flies on top of rails, grazing them and its illogical for it to go through the rails.. but then again, I still posted the problem since whenever I encounter something I can't deal with alone, I bring it here to eventually find the answer and get better at the engine.

  • Thanks Guizmus for all the trouble you went through. I opened your file nonetheless by installing the new construct and keeping the old one :D (and it DID bug, what it does is it changes your event sheet colors and you have to reset them to default, I don't know why it does that)

    Your solution works on its own, it just turns out that in my game it'll be way harder to implement, since the bar height changes depending on whether some sprites overlap or not (it increases if they do and decreases if they don't). Also, the image points of the bar and the ship are not on the same spot since the ship needs to decrease in size from all around (thus it has its image point in the middle) while energy bar needs to decrease in height from only one side, (thus it needs to have an image point on the edge).

    Anyway, thanks for the help, I'll keep it in mind for future projects, and sorry for making you go extra mile to upload the screenshots and all : )

  • Hi, thanks so much for the effort, is there a way you could save this in 132 version? the thing is i'm working on a game right now and am afraid to change versions because my teammate told me he installed 136 and got some permanent visual bug which he cannot fix no matter how he removes and reinstalls construct

  • Hi,

    I'm trying to scale one object proportionally to the other. Currently I have a flying ship, which has an energy bar on it. The bar is a separate object since it changes its height constantly but it is pinned to the ship so when the ship moves it goes along with it.

    I've put some SINE behaviors on the ship so it looks more like it's flying. the horizontal and vertical sine are not a problem, but the SIZE one is. I cannot get the bar to scale the same way so it remains proportional to the ship.

    I cannot access the ship's scale and as Ashley says in here, not all objects have the same scale which is pretty logical. I've tried accessing the SINE parameters of the ship and putting them on the bar's SINE behaviour but that didn't work out either since the same numbers (magnitude, period) apply differently on the object depending on its size. I'd try to make them the same manually but the problem is that the ship's sine has randoms in it.

    So can anyone tell me how to achieve this effect? So that the ship and the bar on the ship scale in a way that will be proportional?

  • yeah, it lags when built on iPad using cocoonJS, on Chrome it runs ok, thanks for the massive feedback guys, we'll try everything you've mentioned so far and get back to you!

  • Hi guys,

    I have this platformer game, where you have zombies and they just go back and forth on a platform right, typical platformer. Now the algorythm behind it is that I have these invisible triggers, which on collision with a zombie, mirror the zombie and make it move in the opposite direction.

    The problem is that when a level is big enough (9000x2500 for example) and I have many of those triggers (20 for ex.) the game starts to lag when I built in on iPad using cocoonJS. In the event sheet I have

    "ZOMBIE on collision with 'goright' >>> mirror zombie, set direction to RIGHT"

    "ZOMBIE on collision with 'goleft' >>> NOTmirrored zombie, set direction to LEFT"

    My question is, how exactly does the "on collision" work in the algorythm? I've tested the game and in the levels which don't lag, if I add some triggers somewhere on the map, it starts to lag. My thoughts were that each of every zombie checks for every trigger there is on the map per tick - so when those triggers accumulate, the zombies have to check for all of them and the game slows down. So the fact that those triggers have an effect is there. But I still wanted to make sure if that's how "on collision" works, since it's a one time event. If it was "when overlapping" then I'd be sure that it is checked per tick, but in "on collision" case I'm not sure so I wanted to make sure and thus made this long ass post for which I apologize :D

    Also, if that's the case, do you guys have any idea how to go around this? I though of making it so that the zombies check only in the certain area around them, so they don't reach every trigger on the map but i'm not sure how to implement that yet.

    Anyway, all the feedback is appreciated as always, sorry again for the length, I just wanted to share my thoughts on it and state the problem clearly :D

  • ramones! you're the man! it helped!

    Thanks for taking the time to review and understand my capx, I stripped it from the game as much as I could.

    Darklinki, I've tried before putting a constant number instead of dt-ing it but the result was the same. What ramones wrote above pretty much explains the real reason. since the ground speed increases over time, the Y of BG would end up at variable 'above zero' numbers, causing the stutter since the background wouldn't loop smoothly and the trees would make it apparent (while without them it might not have been obvious)

  • I floored the speeds and it helped, but did not correct the problem.. it's like at certain points one gets ahead/behind for some reason.. The only thing I could think of was size but it doesn't really make sense still

  • already tried that, doesn't work, actually makes it worse : (

  • bump :/

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  • bump.

    Construct masters hear my call :D

  • Hi All,

    I have this weird problem where two objects are moving at exactly the same speed (BG1.Y + InstanceVariables.Speed_Ground*dt AND Tree.Y + InstanceVariables.Speed_Ground*dt) but sometimes one of them jumps 1 pixel ahead..

    I've tried turning pixel rounding ON, it corrected the jumping but resulted in strange jittering which is worse (you'll see what I'm talkin about once you download the capx and turn it on)..

    I am attaching the capx here. Please take a look at the trees and the ground, sometimes the trees will jump one pixel down as if they're ahead of the background although they're moving at the same speed, I don't get what's the problem.. I though that the jumps may be connected to the ground looping itself but that does not seem to be the case since the "jump" does not occur at evenly spaced time intervals, it happens randomly..

    Could it be that it happens because the sizes of objects are different?

    I'd greatly appreciate if someone can tell me how to fix this since it's a major problem and I just can't seem to find a way around it

    Thanks all in advance!

    dl.dropboxusercontent.com/u/113382849/Problem01.capx

  • I've just tried the following:

    Every TEMP seconds --- spawn object

                                       --- set TEMP to random(1, 7) seconds

    and this seems to be working as it should..

    although if someone who knows what happens in the engine finds this topic, I would appreciate an explanation of how these algorithms work and what's the difference : )

  • I checked out your file (i'm working on 126 though) and I see what you mean but I don't think that'd work in my case.

    Is there a way to tag the user you mentioned here somehow so I can get some more info?

    Thanks for the support btw!

  • yeah, I know about random using decimals, but I figured when I use it on seconds it doesn't matter since even if the system spawn smth 33.728 seconds, it'd be fine by me, but in the equality case, it makes sense of course.

    hmm.. so could you explain how the algorithm above would be executed? just curious to know more about the engine.

    As I said, I imagined "every random(1, 10) seconds" working the following way:

    The system checks the condition, chooses 3.456, executes the action after 3.456 seconds. Then it checks the condition again (as you mentioned it won't remember that it chose 3.456 before, but it should still random nonetheless right?) and chooses 7.219, after 7.219 seconds it executes the action and checks the condition again. etc.

    If what you meant was that, when it checks the condition and chooses 5.15 for example, and then before that time passes forgets this choice the next tick, then it wouldn't spawn anything at all, however that's not the case.

    Sorry for writing so much, I just wanna get to the bottom of this :D

    P.S. I understand your solution, but what if what I want specifically is for object to spawn the least 2 seconds apart and the most 7 seconds apart and it should random in between? Like I want to progressively narrow this gap, imagine something like:

    __________________________________________________

    LOW LIM = 2

    HIGH LIM = 10

    Every 1 second --- substract 0.1 from LOW LIM

                              --- substract 0.8 from HIGH LIM

    Every random(LOW LIM, HIGH LIM) --- spawn object

    __________________________________________________

    how do I achieve this if "every random x second" doesn't work that way?