Bl4ckSh33p's Forum Posts

  • I am uploading the file right now.

    you can find it here: http://www.playbird.at/sites/Bl4ckSh33p/soft/moonraccoon/MoonRaccoon_CodeExample.capx

    Controls:

    A and D to move left/right, W to fire laser

    OR Cursor keys

    and SPACE to fire rockets.

    I added a debugframe showing time in sec and fps and I noticed that FPS drop from 60 to 30 and below after about 40 seconds of gameplay. I added a few "trigger once" and global vars to try to reduce how many checks are made every tick but I assume it will be checked afterwards as well so it does not really reduce the amount of checks.

    And when you fire a rocket with space the game is stuck for a moment as well. I tried to show the particles for it off screen on the title screen and it seemed to help a bit but its still happening.

    Any idea why it starts to lag after a while?

  • To enable/disable it click on the project title in the upper right window where are files and folders are listed and take a look at the properties panel on the left. There are several full screen modes available. Details can be found in the manual.

    https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

  • I got it about a week ago and read the whole manual on the first day, then opened all examples and searched the forums for a few examples. After 3-4 days reading and experimenting I started to work on my first game. Still a few small issues here and there but I am getting used how everything works. <img src="smileys/smiley1.gif" border="0" align="middle" />

    I found many answers via the forum search and if you can't find it just ask. There are many very nice and helpful people around.

  • Thanks, I will try to create a copy of the layout where this happens so I don't have to post the whole game. I will post it tomorrow.

  • Still having problems with the visible object even if On Layout Start > Set Invisible is enabled but its only a minor thing.

    The main problem is why is random 10,20 sometimes executed immediately when the layout starts? Is there some kind of bug or what am I missing?

    And it seems "Every X sec" uses a global timer because on the credits screen I have "every 15 sec" and "trigger once" but sometimes its executed after 3-5 seconds. So every x sec is a global thing?

    I added a global variable TIMER as a workaround and set it to 0 by default and add +1 every 1 sec after loading the credits layout. Is there another way to make this work?

  • Hi! The first attempt for a game was made in Autoplay Media Studio which isn't really suited for games (I create my launchers and windows apps with it).

    Im working on my first Construct 2 game right now and its a small shoot 'em up. At the beginning it was planned as some kind of Space Invaders but I changed a few things to let enemies spawn at random.

    It's an answer to a funny post in Cube World forums where someone requested a "Raccoon Launcher" because so many new launcher apps were created in a few days. You can find the first attempt (not really a game) here:

    Download

    And now the second part made with Construct:

    <img src="http://i39.tinypic.com/155i22v.jpg" border="0"><img src="http://i42.tinypic.com/311x9ms.jpg" border="0">

    It should be finished in a few days. <img src="smileys/smiley1.gif" border="0" align="middle">

  • Hi. It should be possible. I found some games and examples where even the world/level is randomly generated every time. <img src="smileys/smiley3.gif" border="0" align="middle" />

    Construct 2 is very powerful but it can take a few tries to get the expected result in the beginning. But once you know how commands and expressions are used its very easy and fast to create new things. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I set "pause on unfocus" to No but it seems Chrome does not want this and pauses the game as soon as you switch to another tab.

    But if I remember correctly it worked a few times when testing my project. But I can't reproduce it yet. :/

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  • For anyone looking for it, it can be found here:

    https://www.scirra.com/manual/64/keyboard-shortcuts

    F4 Preview project from first layout

    F5 Preview current layout (hold shift for continuous preview)

    F6 Export project

  • Hi. Thank you very much for pointing this out Ashley. <img src="smileys/smiley4.gif" border="0" align="middle" />

    It seems STEAM / Construct was set to compatibility mode when it crashed last time! When I rightclick the Construct2.exe the compmode is disabled (I enabled run as Admin but the window title already showed run as admin, steam is launched with admin rights). But when I check steam.exe the use compatibility mode check is greyed out and Windows XP is set in the dropdown. I clicked on "Set for all users" and disabled it.

    I created a new project and importet a .wav and it worked! I have a .wav, .ogg and .acc now. But do I need the .wav in the project or can I delete it?

    Can I just re-import the existing files or do I have to delete them and add all actions for them again?

  • When I add Audio.Preload on the Title screen (the layout before the game layout) it seems to work and additional music files are played. The main music started on "On start of Layout" is not preloaded but played/streamed properly.

    I thought preloading just works for sounds (some effects are not played until 6-10 seconds gameplay have passed when no preload was added) but it seems it works well for music, too.

  • Hi. When I try to use multiple audio actions it does not seem to work well.

    I tried different setups:

    <img src="http://www.fotos-hochladen.net/uploads/soundproblemvxnkdrqyga.jpg" border="0" />

    1. Stop BG, play FX once, Start Bossmusic (in different orders)

    2. Tried wait to add it after a delay

    3. tried it with a new condition

    But the Bossmusic does not start to play. I tried it with and without tag. Does anyone know how to fix this?

  • All objects are already destroyed on startup (when layout loads).

    I have 139 (Personal) and I tried restarting the level with Reset Layout first but I changed it to go back to the title screen on Game Over. Thats why I disabled it. So I need to reset it before jumping back?

    /update: Enabling the Restart layout skips the jump to Title action and just restarts. So where should I place it? In "On Start of Layout" it creates a loop. Isn't switching to another Layout and then coming back the same as a "restart"?

    When coming back to the title screen I noticed that an object which should have Opacity 0 is visible as well even if I add "On start of layout > set Opacity 0". I try if the Reset Layout fixes this.

  • Hi! I believe I found a topic about it a few days ago but can't find it via the search again. <img src="smileys/smiley19.gif" border="0" align="middle" />

    I created a few random spawntimers but sometimes (on new game or after restarting it after GameOver) both types of enemies spawn immediately at the beginning of the layout.

    Does anyone know why or how to fix this?

    <img src="http://www.fotos-hochladen.net/uploads/spawntimerprobd24ah73lty.jpg" border="0" />

  • It seems to happen with sprites which have a default Bullet speed as well.

    I spawned a Laser Sprite with default bullet speed of 400 with angle 90 but it moved to the right (angle 0).

    Spawn SPRITE on Layer X

    Set Bullet angle of motion to <0-90> degrees

    The laser default angle is 180 to make it look like coming from above.

    When I add "Set Bullet speed to Y" it still moves to the right.

    /Edit: I had to disable Bullet.SetAngle to make this one work. :)