crushingdower's Forum Posts

  • 11 posts
  • Thanks Ashley, yes, I toggled the WebGL option off and that fixed the flicker in Edge Mode. I wonder if that's an issue with IE11 or with my Intel GMA card. I'll need to try it on another system with a different graphics card to see if that happens also.

  • I've only recently gotten back to working with Construct, and I'm seeing a problem with IE11, and the default Fullscreen Scaling set to High Quality. The entire browser window flickers pretty bad... This isn't happening in Chrome. This happens right away with a new project, since the Fullscreen Scaling is default set to High Quality.

    I've not tried Construct on another machine yet to see if it's just my machine. I'm running a first gen Surface Pro, so it has an Intel GMA.

    Anyone else have this problem?

    Dower

    Update: I just noticed something after posting this... If IE11 is in EDGE MODE, this flickering is present, but if I drop down to IE10 mode the flickering goes away...

  • Just to add more info to what I've been finding so far.

    I think I'm on the right track... I was able to put a for each loop into the events for the enemy to loop through every instance of my pickup items, and use the distance function to at least find out which is closest. Now to figure out how to make it move toward it.

  • Hello everyone,

    I'm having trouble figuring out how to do this particular task.

    I have a series of sprites that are spaced out in a scrolling game.

    These sprites represent things the player must pick up.

    There are monsters also on the ground where these pick up items are.

    I want to have these monsters move toward the closest pick up item.

    The view is a 2d view, platform style, not top down.

    I know there is a set angle toward another object, but when I use that the sprite tilts toward the target, which isn't ideal.

    I've also not quite figured out how to determine which is closer.

    I did try adding the platform behavior to my monsters so I can use its actions...

    Thanks for any assistance,

    Dower

  • Well, I sort of answered my own question.

    One thing that was a problem was the id for my privacy.html wasn't correct, but even after correcting it still didn't act right. Since I was using the Metro plugin, went into the c2runtime.js and found the section where the plugin was creating the Charms bar, and manually added my own entry for the privacy page. I also commented out the section of code the windows8 plugin used, to prevent a double posting of my Privacy policy option.

  • I was wondering if anyone else ran into this problem.

    I'm trying to put a Windows 8 Store app up, and I've got both the Metro Plugin and Windows 8 plugin in my project.

    I have the Windows 8 plugin to show the Privacy Policy option, and it does show up in the charms bar. But if I click it, nothing happens. My project has the privacy.html file, and it does have content... But I just can't get it to show. The Settings-Help and Settings-About files work fine.

    I see the code in the c2runtime.js that adds the charm option, but I can't figure out why it just won't show the file. No errors in my Visual Studio console either...

    Thoughts?

    Dower

  • Hmm, I just began stumbling into this... I have a Surface Pro, a Surface RT and an iPad3... I was surprised how poorly my game performed on the RT! So, I'm guessing this is just the way the Surface RT is?

  • Thanks! This was exactly what I was looking for!

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  • I'm having trouble figuring this out... Apologies in advance if this is already explained somewhere...

    I want to have a button that once touched basically toggles a sprite rotation, based upon a global variable.

    So, in my project, I have a global variable called "rotateDir" it's set to 0 initally.

    A sprite acts as my toggle button, and I essentially want to have the touch of this sprite to basically set the rotateDir to 1 if it's 0, and to 0 if it's 1.

    Thanks for any help!

  • Yeah, I was looking at the turret behavior, and I think it might do what I want, so I'll look into that. Thanks!

  • Hello Everyone,

    I have a simple turret, and using touch. I have the turret rotate toward the touch point. I want to have the turret fire once it reaches the angle where the touch is... How do I determine when my sprite has reached the angle of the touch?

    I can easily tell the turret to turn while the touch is going. I just can't figure out how to do the comparison...

    Thanks,

    Dower

  • 11 posts