dimitriosfl's Forum Posts

  • Wow! I didnt know that!

    I thought since we have bought C2 personal, we dont have to include anything in the credidts!

    I have my steam game almost ready but now im confused!

    Is there a guide on that?!?

    I mean, do i have to include in credidts NW.js,Construct 2,Chromium,OpenGL,the plugins and whatever else C2 uses to export?

  • I use NW.js and i have this problem but also every other browser has the problem

    I have 4 global var for localstorage and when i preview in debug, localstorage says "loading" for 2-3min

    After it loads the 4 variables, they also say "loading" for another 2-3min until they show their values.

    I have put a button in my game to press and remove the keys and then clear localstorage.

    Well, ive pressed it....it took 15min to remove 1 of 4 keys! I didnt wait to see how long it would take for the others!

    This is a huge problem for me since my game is almost ready and because of that i cant publish it.

    The 4 global variables are just numbers (score,level,upgrade 1,upgrade 2) that i want them to be kept in the game after reboot but i also want the player to be able to clear all that and start fresh if he wants.

    Any ideas or alternatives?

    UPDATE I have updated NW.js to latest version and its working fine (for now).

    I have not tested any other browsers but im ok for now and i can go on and finish my game...

    Thanks.

  • Any update or alternative on that issue?

  • Awesome!

    But how do you do it ?!

    You pay to advertise your game? If yes, how much and where?

    Im making a pixelart platformer for steam (ill try to get in also on android/ios)

    It will be paid and the price will be whatever price steam says (if i have it ready before steam direct) but i have no idea how to get people to know my game

    All of it is getting ready on zero budget since im doing everything myself and i dont have much money to spare..

  • Well I don't see where you set the collisions to stop when it's not on screen so it's going to be even worse at some point.

    Anyway, I have no idea how many objects you have on screen at any point in time so yeah that could slow it down a lot.

    Then you may have some other events that cause some issues because you have set collisions and platform behavior off.

    The ideal method would be to turn collisions on when you get to a certain zone once, and turn it off when you leave that zone to go to another.

    Well, i feel stupid but this never hapened to me before. Ive restarted my pc and everything works fine now. Collision checks from 3000/tick are now 30/tick and performance is 60 fps on pc. Also smooth gameplay on my Galaxy S4 but about 15-18fps on a dualcore $50 tablet (as expected)

    PS Thank you very much for your replys. Ill keep in mind the zones method though..

  • Every tick

    And thats worse than checking 3000 collisions every tick?

  • event ->when enemy is on screen->enable platform and collisions

    event ->when enemy is on screen->enable platform and collisions

    event ->when enemy is on screen->enable platform and collisions

    event ->when enemy is on screen->enable platform and collisions

    event ->when enemy is on screen->enable platform and collisions

    event ->when enemy is on screen->enable platform and collisions

    event ->when enemy is on screen->enable platform and collisions

    Enemy->is on screen->Enemy->Set Collisions enabled

    .......................................Enemy->Set Platform enabled

  • So im making my platformer and first level is almost complete.

    Enemies use platform behavior and i see that i have over 3000 collision checks per tick. Game plays smooth 60fps on pc but choppy on mobile.

    I set enemy platform behavior disabled, gravity to zero, collisions disabled and then with event ->when enemy is on screen->enable platform and collisions.

    Great! Collision checks per tick dropped to 30!

    The weird thing is that performance took a huge hit! 15fps (with 3% CPU usage) on pc and didnt even check it on mobile.

    Why did that happened?

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  • I ended up buying 2 capx and not using them at all!

    I did it my own way very easy.

    I put an instance var on the boss (0,1,2) and made 3 invisible sprites on the positions i wanted my boss to go.

    When var=0 move to sprite 0, when var=1 move to sprite 1 and when var=2 move to sprite 2.

    When colide with sprite (0,1,2) execute attack and then change instance var to ->choose(0,1,2)

    This way, the boss does a random loop until his dead.

  • Ah, that makes sense. So just as long as I do not use the original capx in anything, I could use the logic learned in other products under the default license? As long as I dont copy and paste?

    It sounds right but can someone from Scirra give us a sure yes or no?

    Im kinda stuck with my game and found the solution in some peoples .capxs at the store.

    I want to buy them only to look inside the .capx and find the logic on how to solve my problem.

    I dont need any sprites,backgrounds,tilesets or sounds, just the logic.

    Can i do that or is there "royalty license" in that action?

  • Thanks guys.

    I saw at the store that some people sell exactly what i want!

    If i buy them, open the .capx and see what events work for me and then recreate them in my game, i dont have any royalty problems right?

    I mean i dont need any assets from the game, i only need to find the way to do certain things in mine.

  • Hi guys.

    I am making a platformer but im focused on making enemies,tilesets, items and so on and from time to time i try to put them together in C2.

    Im thinking after some levels to have a boss.

    That boss must randomly move to 3 places, ground,platform and air.

    When he gets there, he executes the attack (ground attack if he is on the ground, air attack if he is on air and so on) and then randomly goes to another of these places and continue this cycle.

    Ive searched the "how do i.." with keyword "boss" and got 41 pages of resaults.

    Sadly there was nothing there to help me.

    Any thoughts on how can i do that?

    Thanks in advance.

  • Well, i had some progress but still, if i press the fire button (tap) it only shows the first frame, if i keep it pressed, it goes to the next frame and stays there till i release the fire button.

    If i put in "on tap object" nothing happens.

    Edit : Ok, ive found it! I had to put to my player an instant var to be 1 when i attack and 0 when i dont. Now everything works!

  • Double check if any of the next conditionals are not being triggered for lack of conditions, it sound like to two things so, first is, it's setting the animation everytick to start (from begin), or an event above is setting it to stop the animation.

    To avoid one condition to start the animation everytime it's triggered, use "System|Run once while true"

    Great! By using "trigger once" it does not stuck on 1st frame even if i hold atk button.

    The problem is platform behavior. When on floor + moving=walk, else idle animation.

    I want to be able to attack (play atk animation) while idle,walking,jumping or falling

    Thank you very much!

  • Im subbed for months to this youtube channel. He is VERY helpful but this attack is very complicated. I thought there must be an easier way.

    TELLES0808 i have everything to default as the other animations that work.

    Thanks for the replys..