Colludium's Forum Posts

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Thanks ! I'm aiming for a dark, oppressive atmosphere with frustrating and satisfying puzzles to challenge your determination.

    I'm running an i7 laptop with hd4600 and it gives me about 50% CPU demand, which I think should be the max for a game like this.

    The complete level 2 will be out for testing this weekend, I hope, and maybe with the particle bug included until Ashley figures that one out. I've already fixed the land/walk animation problem. Thanks!

  • I agree with eli0s - this would be a nice to have but it's not worth postponing many other features and updates for. Uses: any moving background like the sea, clouds etc.

  • - thank you for an awesome bug find and thanks for the feedback . This is going to be interesting bug to dig into and fix. I'm aiming for a NW distribution, and performance is my main concern because hardware varies so much between users (it doesn't sound like your machine's too low-spec!).

    Rolls sleeves up...

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • OK y'all, update for the week... I've encountered a bug in c2!! Particles pinned to moving physics objects just vanish after a few seconds of the object moving; I've submitted a bug report and dearly hope that my project isn't corrupted somehow (!!!!).

    First off - I was in denial but I realize that the font I was using was hard to read (aptly morbid, but hard to read...) so I've made a change that I hope you like:

    I'm feeling positive about the particle bug (that feeling I have before something bad usually catches me unawares) so here's a teaser of something new that I had fun making:

  • You only need a few and if you're concerned about memory or download then just make the image 4x4 and then stretch the first instance to whatever size you need so the others that are created will be that size as well. If they are set to invisible then they will not use any GPU time. So far for Umbra I'm using 9 sprites as sensors that move with the player to check for various collisions or overlaps with the scene... Total memory used is negligible .

  • Problem Description

    After a few seconds, particle objects that are pinned to a moving physics object vanish as if set to invisible.

    Attach a Capx

    capx

    Description of Capx

    A physics car rolls across the layout. Pinned to the car is a particle object.

    Steps to Reproduce Bug

    • Run the layout
    • After a few seconds, before the car reaches the right hand end of the 'floor', the particles will disappear as if they were set to invisible or destroyed.

    Observed Result

    The particles disappear from the canvas after a few seconds of moving whilst pinned to the car.

    Expected Result

    Pinning the particles to a physics object should not cause the particle object to disappear.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r206 64 bit

  • If it works correctly in chrome then it's likely a nw bug. You could also try nw 12.2, which you'll have to download from github, and see if that works as well.

  • I always end up creating an invisible sensor sprite that is pinned under the player. I use that to determine if the player is on a platform or is falling - and use that to manage the animations to stop the occasional stutter you're seeing, if I understand what you're describing correctly.

  • I'm not sure - although I would expect it to work with Intel XDK because it's a full-up browser. I haven't used cocoonjs for a while... Cheers.

  • I think you're after Browser.ScreenHeight & Browser.ScreenWidth values .

  • How about limiting forum members to one new post every 5 minutes, and those with a rep below 500 to one per 30 mins...?

  • For getting the player to stand on moving objects that use sine behavior, I find that simply pinning the player to the object (if the player is standing still) is a simple and effective way to stop any unwanted movement because of imperfections in the platform behavior.

  • Ashley - thanks for trying and it'll be interesting to try it out nonetheless. Out of interest, does the second pass ignore alpha with no content - does it only draws semi opaque pixels and ignore clear pixels? Pixel art games might benefit hugely of there's nothing to do on pass 2.