deadeye's Forum Posts

  • Also, giving platform behavior to a box crashes the runtime O_o didn't happen before. (this in 972)

    Hmm... it doesn't seem to be a problem in 0.99.82. Or .83 I guess.

  • I see. But on a similar note, you could have the player enter his name on the first screen, and save the name he enters in an .ini. Then when the game runs again, it will put that name into the box for you so you don't have to enter it every time, or the player can change the name if he wishes.

    Either way, when the player does get a high score it could automatically have his name associated with it. This would also keep the player from entering his name repeatedly if he keeps getting a high score on different tracks.

    IMO it just makes more sense to me to input your name on the player select screen.

  • At first I couldn't tell what you're talking about because it was running perfectly fine for me. Then I opened it in 0.99.62 and yeah, I see what you mean. Rest assured this is fixed in a future build. I'm using the 0.99.83 Platform runtime and it works fine.

    You can safely continue working on your game in the knowledge that it will behas been fixed. Keep in mind that something else might break between .62 and .8x, so upgrading to 0.99.82 now is probably a good idea.

  • I don't know about Game Maker or what they're using for their buttons and input boxes, but I have a feeling that it's not the Windows control API which is what Construct is using. As in... it's Windows.

    So yes, you may want to have a separate layout if you really can't be bothered to make your own button.

    Also, why are you having the player enter his name at the end of each race? Shouldn't he be entering his name on the previous screen when he's picking his car? Then you can just use a simple text object to show the player's name, and it can sit anywhere on the screen you like.

  • Are you using a hitbox for your player or do you just have Platform movement set to your player with per-pixel collision?

    Also, it would be easier to see what's going wrong if you posted a .cap.

  • Under normal circumstances, yes the game will be just one .exe file. You can however load sounds and graphics at runtime from folders if you like.

    Also, there is really no set file size limit. Obviously you need to keep in mind system limitations, and whether or not someone is going to be willing to download a 130MB game, etc. You may want to check into some optimization:

    • Don't import large graphics if you're just going to scale them down in-game. Import everything at 1:1 ratio
    • Trim any excess from around the edges of your images. Also keep in mind the power-up rule... if your image isn't sized at a power of 2 then it's going to be scaled up in VRAM. If you have a 34x36 sprite, it's going to be taking up 64x64 in VRAM... so perhaps you could find a way to just redraw that sprite at 32x32?
    • Compress your sounds! A lot of people skip this one. Make sure all of your sounds have decent compression on them, and that all blank space is trimmed up. Some people think they need the best sound quality at 44100Hz sampling rate when they could easily get away with 22050Hz. Don't use WAV whenever possible
    • Are you using tiles wisely? Can you break up any large images into smaller components that you can use as building blocks? And no I don't mean just cut up large images into squares. I mean is there, say, a tree in your image that repeats multiple times? If so, why not just make a single tree sprite and paste a bunch of copies?

    Check out more optimization tips on the wiki:

    http://sourceforge.net/apps/mediawiki/c ... ation_tips

    However there may be an issue with VRAM and resources not loading properly on a layout to layout basis, but somehow loading all at once, which could be more noticeable with large projects. Kayin discovered it, and David was looking into it. I'm not sure what all the details are yet.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • It's set to private. Even I can't see it.

  • That's not so weird. My Wii has it's own Twitter account.

  • Modbump.

    Lucid, is this finished? Are you going to put it into the addons section?

  • I am saying that the Custom Movement Behavior might be better because he doesn't seem to need, jumping, falling, or even gravity, let alone the keys that are mapped out for those functions.

    But it's his player character that he's posting about. His player character that has platform movement. That uses jumping, falling, and gravity.

    I'm pretty sure you just might be missing what's his intentions are. He's making a platformer. He remapped the controls to A and D for movement, and Space for jump. That doesn't mean he's not using the Platform behavior.

  • It's a Windows control object. It wants to be rendered to the screen in the same relative position that it was created in. You can't really do anything about that.

    If you want buttons that behave properly you can always make your own button objects out of sprites. Or you can try out linkman's Sprite Button plugin:

    Edit:

    Lol at simultaneous posts ... the forum didn't even warn me that a new post had been made. Weird.

  • It's hard to tell what's going on just from that event. It could be that your ship never goes below 0 as Aeal said, or there could be another event interfering with things afterward.

    It's always a good idea to post your .cap. If you don't want your .cap posted in public you might be able to get someone in chat to help out by taking a look at it.

  • It's not happening here.

    Is this happening with every project or just one? If it's just one, could you post the .cap?

    If you don't want to share your .cap with the public you could always pm me with a link. Someone should confirm though whether it is/is not your .cap file itself that's the problem.

  • David's been missing for almost a week. Don't know where he is.

    Also, I've never used that effect, sorry . My best advice is just experiment with it.

  • Well number one he's not using standard platform movements, IE actions that require jumping, gravity, etc, as well as re mapped keys.

    ... Yes he is? The problem is with the player. It has platform movement. It's broke. You move the player and the speed varies by as much as fifty pixels a second... I would say that's a problem. And I retested it in a fresh .cap and the problem is still there. So I don't really see what you are talking about?

    What you're saying is "oh well, it's broke, might as well go the hard route and make your own platform movement with another method." It should just work. So...what then? Casho spends a bunch of time and energy making his own platform movement and then when the next build comes out and it's fixed, he will have done all that for nothing. I don't see how that's helpful. Just saying.

    I don't have a sourceForge account so could you please?

    Okay, I'll take care of it. And you should be able to continue working on this until the bug is fixed. I don't see how it would affect anything apart from being a little annoying.