Citnarf's Forum Posts

  • I think its because you're spawning the bubbles on your background layer, which has 60% parallax. Spawning them on one of your other layers should fix it.

    I can't actually test it because it keeps giving me an error when previewing it in my browser.

  • By the way, a problem can arise sometimes when your browser is a bit slow : the mouse cursor can go outside the desired target between two ticks, so the target doesn't fllow the mouse anymore...

    You need to remove the "Cursor is over sprite" condition to fix that.

  • This is because your "hero" has no collision detection events or any behaviors that have collision detection built in.

    I updated your capx to use the 8-Dir behavior instead, which collides with solids and has the same type of movement you were trying to achieve with events.

    dl.dropbox.com/u/6660860/8dir.capx

  • I think this might just be the platform behavior bugging out because i don't think its really suited for this kind of thing.

    I'm not exactly sure what it is your trying to do, but maybe the physics behavior would work better?

    Here is your cap with physics instead: dl.dropbox.com/u/6660860/physics.capx

    I disabled rotation so they don't fall over.

  • Same thing happened to me, you have to be logged into the website when you make your purchase for it to automatically get added. They fixed it for me very quickly after i e-mailed them though <img src="smileys/smiley4.gif" border="0" align="middle" />.

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  • There is actually a distance expression: Distance(x1,y1,x2,y2)

    I made an example: dl.dropbox.com/u/6660860/distance.capx

    Have fun!

    Wait doh, i didn't realize you already mentioned the Distance() expression in your post! My bad....

    Edit again, maybe this will help? construct.net/en

  • I'm not sure if this is related to this bug: construct.net/en

    If i set an object to another objects position, after it passes a certain X position on the layout, it disappears.

    It does re-appear if you come back past the point where it vanishes.

    capx: dl.dropbox.com/u/6660860/bug.capx

  • FF 6.02

    Rad 1-7 = 60 FPS (random spikes up to 70/80 for some reason)

    Rad 8   = 55 FPS

    Rad 9   = 44 FPS

    Rad 10 = 34 FPS

    Rad 11 = 28 FPS

    Rad 12 = 24 FPS

  • Wow, not sure what you changed, but in your new example I'm getting a rock solid 60 FPS in FF 6, and that's with youtube and stuff open in other tabs... awesome!

  • In your latest example I'm getting a steady 35 FPS in FF 6.01 and a steady 48 FPS in IE9.

    This is on an i7 930, 6gb RAM, ATI 5870 and Win 7 64 bit.

    Great work by the way, looking forward to the release!

  • I voted for Collision Polygons but Families are a close second.

  • Hahaha, good one

  • What do you mean by "Spawn monsters randomly"? Do you mean spawn them at random time intervals or spawn them in random locations on the map?

    For random time intervals and random location you could go:

    + System: Every Random(1000)+1000 milliseconds

    -> System: Create object BadGuy on layer 1 at (Random(LayoutWidth), Random(LayoutHeight))

    That would spawn an enemy once every 1-2 seconds at a completely random spot on your layout.

  • Win 7 x64 here too

  • This is so awesome! I'm loving the new UI, it has such a clean feel to it.