chrisbrobs's Forum Posts

  • I get 20-24 fps using Firefox 4.0 (WinXP)

    Athlon X2 4400

    2.5g ram

    Zotac Ion 512mb

    How old is your cpu?

    Intel(R) Pentium(R) 4 CPU 3.00GHz

    Chrome browser

    2 gig ram

    Gforce 6200 256mb

    The overall framerate for in the latest build(32.2) has dropped in comparison to the previous releases.

    This can be tested if you replace 'preview.html' file in the main C2 folder with one taken from an earlier build.

    Using the old 'preview' the game runs at 30 frames ps, as opposed to 22 / 23 with the new one.

  • SpaceBlaster game

    Follow up to the spaceshooter game i posted a couple of weeks ago.

    Changed the game to a side scroller, and added some extra enemies.

    http://dl.dropbox.com/u/22173473/SpaceBlaster1/index.html

    Left mouse: fire.

    Middle mouse: Drop torpedo's

    Right mouse: Activate tractor beam to collect red powerups.

    Still not finished!

    Not sure why the framerate is so low? (only 23 on my system)

    If you play it could you let me what frame rate its running at?

    Thanks

  • i don't know if this is what you are looking for, but i'm currently playing with an asteroids test. i make the asteroids begin moving in random directions at the start with this...

    system | on start of layout > big-rock | set angle to random(0, 360) degrees[/code:yt7fyxvu]
    

    I Tried to include this event, but it had no effect....i will keep testing.

    Thanks

    -------------------------------------------------------------------------------------------------------

    "i am trying to emulate the same type of movement i remember in the old atari game"

    Have you checked the asteroid game example that is featured in this thread, you might be able to adapt the events for your game.

  • I am trying to create a simple Breakout game with C2, but i am struggling to work out how to make the ball move in a random direction?

    Here's a link to the capx file if anyone can help.

    http://dl.dropbox.com/u/22173473/Breakout.rar

  • 2 question's regarding sound:

    1, Are sounds working in the latest build (32.2)

    2, Do games made in earlier releases (that include sounds) work in 32.2?

    -----------------------------------------------------------------------------------------

    Yes they do. (Not in preview)

  • Damn, I'm terribly sorry. I mixed it up, not with the list object, but with the edit box object.

    Ive always wondered why it wasn't implemented?

  • Was thinking about setting up my own pure custom platform movement without using any behaviors, and I was wondering what would be the best way to go about the fall, and walking, etc.

    I would want to use states so that I could simulate timescale, as well as something like a turn based system.

    My initial thoughts for a fall were:

    player pv= falling

    player set y to .y+n*td

    But you would of course need a way to stop it.

    I can either add an event to the fall set, something like:

    +player pv= falling

    -+player overlaps at offset family ground -1 player set pv to onground

    --+player set y to .y+n*td

    or

    +player pv= falling

    -+player (negated)overlaps at offset family ground -1

    --+player set y to .y+n*td

    But that still leaves room for errors as you could go past the offset point quite easily.

    Any thoughts on how to avoid that issue?

    I did a bit of research into this, came up with the following -

    1, Couple of tutorials which include all the math needed to do it-

    http://dl.dropbox.com/u/22173473/Collisions.rar

    ( i'm still trying to decipher it)

    2, monsharen made some examples with C2, using the theory and they work!

    http://www.lionsinvests.com/scirra/physics/physics.capx

    http://www.lionsinvests.com/scirra/platformphysics/

    http://www.lionsinvests.com/scirra/platformphysics/platform_physics.capx

  • It does work, but only if "Multiline" is also enabled.

    Where is the multiline option? Is it in the latest build?

  • I have used the list box object in a couple of apps in the past, and enabled 'Horizontal scroll' in the options, but it never worked. So i always assumed it hadn't been implemented.

  • Thanks for this infomation about using sprite object to replace box object to make a boundary.

    Another question, where to use box object?

    In your cap, when black sprite idle(no keyboard pressed), it

    had not been push when ball sprite hit it. It looks like a wall to block the ball. How to do that?

    In my cap, the black sprite will be push back until ouside the window. I see the position x of black sprite is less then 0 in debug mode.

    If black sprite will not move whe ball hit it, it will not been push ouside the window. That is a good solution.

    1, You could still use the box objects for the walls and floor, but you need to fill it with a colour (untick its 'use' transparent attribute for the fill colour)

    2, To stop the black sprite moving when the ball collides : Give the black sprite a 'solid' attribute (tick the box that makes it solid)

  • Has this problem been solved?

    I find a similar problem between a plateform behavior sprite with a rectangle shape and a ball behavior sprite with a circle shape.

    The circle (ball behavior) sprite will kick another outside the screen.

    here is my test case:

    http://dl.dropbox.com/u/5779181/collision_problem.zip

    Wait a moment, you will see the black sprite gone.

    (environment: construct 0.99.97 in winXP)

    I had a quick look at your cap, and noticed that your 'walls' are made out of box objects with a 'transparent' fill ? Thats why the player and wall collision isnt working. The box object's outline is not thick enough(pixels) for it to register a collision.

    Here's the cap file with the walls made out of a normal solid sprite.

    http://dl.dropbox.com/u/22173473/colisionprob2.cap

    The black sprite now has something to stop it leaving the screen.

    Hope this helps.

  • I'm not at home testing this, just looking at the screeshot, but I notice, your many apps have a ui with lots of text and buttons and sliders always. I understand how this can be done with objects and events, but its a tedious process. Are you using a particular plugin or technique that's cutting out some of the tedium, or are you just more patient than me?

    Hi Lucid

    i know what you mean when you say 'tedious' !

    In this project the U.I is basically 'box objects' and a couple of 'sprite buttons', with text objects on top of them. As long as the 'snap to grid' option enabled (on a very low setting ) it is suprisingly easy to create.

    Dont get me wrong though, i have about 40 different 'back-up' versions each using different and various combos of sprite buttons, edit boxes, list object...Etc, and its took me about a week to to get to this stage.

  • Couple of tutorials about game physics, collisions, elasticity, gravity etc.

    http://dl.dropbox.com/u/22173473/Collisions.rar

    Might be usefull ?

  • Simple tool for Particle testing. The next version will allow for 'import and 'Saving' for the various settings.(or a print out)

    <img src="http://dl.dropbox.com/u/22173473/psplash.png">

    Old version

    http://dl.dropbox.com/u/22173473/Particlebasic.rar

    Note, the values in red cannot be changed yet.

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  • prawnsushi

    "But now i have to ask this question : is it possible to add an animation frame at runtime?"

    You could have a look at the events in this app i made (sprite sheet splitter). I had to find an easy way to import images and add them to a sprites frames at runtime.

    http://dl.dropbox.com/u/22173473/Sprite%20splitter.rar

    contains cap file and images.

    Hope this helps.