Betagroan! It seems to be a problem with the V-Sync code, as the problem goes away when I change the frame rate determination mode to Fixed.
Hello,
I'm trying to make a game involving a cannon moving at the bottom of the screen. However, when I use V-Sync, I get this ugly pixel-dragging effect. How can I get rid of it?
Here's the source: http://www.mediafire.com/?jn4kiq0zmom
A and D to move.
But it still doesn't bounce in this situation. If two objects collide, there is no bouncing.
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Very cool, 'cept that it seems as if the vines need some anti-aliasing when the get very thin.
Thanks, that'll help.
One more thing. I'm using 8Direction to control the movement of a ball. However, when I set it to "bounce" when hitting another certain object, it just stops when hitting the object instead of actually bouncing. How can I get this effect?
Hey,
Say you want to make a game with several different levels which incorporate the same objects and mechanisms. You know; different levels, but the levels have the same components. How can you easily do this in Construct without having to have X amount of copies of each object (X being the number of levels)?
Thanks.
Notebook:
Device name: ATI MOBILITY RADEON X1600
Pixel shader: 3
Estimated VRAM: 1022 MB
Motion blur: Yes
Okay, I have another question. What does it mean when the application test window suddenly closes? What causes that?
EDIT: Nevermind, I'll make a new post.
EDIT2: Nevermind again, I figured it out
Well, I already figured out a way to kind of "cheat" at it using the animator. However, I'm sure that will come in handy later---thank you.
Hey.
I'm trying to make a game. The player will be able to plant bombs, which blow up a set amount of time (2 seconds) after they are planted. I tried creating a private variable which was set to the TickCount whenever a bomb was created, and an event that constantly checked to see if the tick count had gone 100 above the variable's value (100 ticks 50 fps = 2 sec). However, what happened instead was that all of the bombs planted in the first two seconds of the program running would explode at the same time after 2 seconds had finished. I thus assumed that this was because when you create a private variable, it only has one value for the entire object, rather than each instance of the object having its own value. How do I make a variable for each instance of the Bomb object that the player creates?