djsubtronic's Forum Posts

  • Works fine for me on 64 bit.

  • Gelidaer thank you!

  • OP updated with new video.

  • Thank you. Not the ideal solution, but it does the job :D

  • I'm having problems with collision masks and gravity in that even if there is an overlap of 1 pixel, the collision will stop the object from falling.

    Eg:

    Here's the collision mask for the left edge of this level:

    <img src="http://i45.tinypic.com/ezlwkl.jpg" border="0" />

    When the player jumps onto the left, he shouldn't stop, he should slide down... but this is what happens instead:

    <img src="http://i45.tinypic.com/20tjy2o.jpg" border="0" />

    It's causing a bunch of problems, especially with the "wall to left" and "wall to right" conditions - even if the "wall" is just 1 pixel higher than the ground, things will bounce off it (as asked to do when the condition is met).

    Any ideas how to deal with this?

    Example of the problem in action:

    [TUBE]http://youtu.be/pwDIz2HsVTs[/TUBE]

  • Ok so a very bizarre discovery. At the layout start, I did a "For Each" loop for that object and changed its animation based on a private variable. This caused the Add Attribute to fail when used at any point in the game (and only applied it to the most recent instance of the object). However, if I avoided that loop at start up, it worked fine! Similarly, adding a "For Each" loop for that object at any other point of the game would cause it to break the Add Attribute also.

    As a workaround, I decided not to use the "For Each" loop but instead assigned a unique sequential ID to each instance of the object at design time, then used a normal For loop and assigned the animation at startup based on ID. Oddly enough, this did not break the Add Attribute function.

    Hopefully this will help anyone else facing this problem. And unless I'm missing something, looks like a fundamental bug somewhere in CC.

  • I have a similar problem, I think it is related to memory usage. I make sure that autobackup is enabled and if memory usage of CC nears the 400MB mark I close it and reload it.

  • This problem cropped up pretty randomly as it seemed to be working fine before. I have a series of objects that under certain conditions have the "Platform" attribute added to a specific instance. However, now suddenly the "Add Attribute" only seems to be adding the attribute to the object I added to the layout most recently, rather than the one matching the condition under which the action occurs.

    Any ideas? I can't use alternate methods, as the object simply must have the platform attribute under the condition.

    Thanks.

  • Sorry to bump but I can't see anything in the OP? I'm looking for an effect that will create a reflection of whatever is above it (to apply onto a water surface sprite).

  • Nice, but the implication that using Construct = lazy, is way off base.

    What people tend to not realize is that programming with event-based systems can be as simple or complex as you make them. I've seen people create event code/expression combinations with these systems that are so complex that it would've been easier to do the exact same thing in a programming language, yet you have to admire the person's willingness to take the program to another level.

    I totally agree that there are various events/conditions that can end up being very complex, and there are several just like that in my game that would be much simpler in code. But by lazy, I just meant that not programming from scratch means I don't have to manage 1000s of individual PNG images or code 2D physics, control frames, animations and timings, and manage DirectX objects or API calls all manually. I can safely say Construct saved me a lot of time and effort, and without it I probably wouldn't even have bothered with a re-attempt at making the game from scratch.

  • Thanks. I will do my best to be creative with bosses and level backgrounds, but I dunno about enemy sprites. I have looked on a DKC fansite forum and there are a lot of talented sprite artists there, but in terms of creating a new enemy from scratch, I fear it won't look consistent with the rest of the enemies and will ruin the overall effect. To somewhat make up for lack of new enemies I plan to incorporate a mixture of enemies from all three games.

    I've updated the video in the OP with my latest progress.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Thanks Ciro.

    I have no idea how to make sprites/use 3D software. So for now the idea is just to re-use existing enemies and collectibles, but I will be incorporating stuff from all three games to make up for the lack of new stuff.

  • As a fan of the DKC series since they first came out, as a child I always wanted to create my own version of the game. Same gameplay but my own worlds/levels/bosses etc. I used to make huge books with level plans and game ideas since the age of 11.

    It wasn't until much later, when I was 16 back in 2002, that I decided to program my own DK engine from scratch using Visual Basic 6. So no assistance from game-making engines like MMF2 or Construct etc but just purely coded from scratch. Some 1000 sprite frames, 5000 lines of code, and a month later, things got really messy and unmanageable and I realised that I had stepped into something I couldn't practically complete. The result, although glitchy and a way off the gameplay mechanics of the original, was still pretty impressive to me at the time.

    Anyway, many years later I started playing all the DKC series again on SNES and got my hands on those childhood books again. Stumbled upon this site and decided to give the whole make-your-own-DKC-clone another go, this time I feel lazy so instead of programming it from the ground up, I'm using Construct Classic. What I want is to finally realise my childhood vision.

    Updated 2012-11-14

    [TUBE]YSF5wnAQwbA[/TUBE]

    Thanks for reading/watching! Please share your thoughts...!

  • It's an i5 with Radeon 6770 and 6GB of RAM. I looked at the background processes, CPU usage was under 10% (most of which was my game). GPU usage was also minimal. It's really weird, I can't figure it out.

  • My game is set to 60fps V-Sync, I have about 300 objects in the layout and when running, it uses about 5% CPU. It usually stays on 60fps. However, occassionally, for no reason at all, it will drop to 45fps. CPU usage is still the same, no other processes are using the CPU/GPU, and a reboot doesn't help. It stays slow. Then randomly it will go fast again. When it was slow, I even removed ALL events from the layout and ran it, it went to 45fps after a few seconds and stayed there. This was last night. I did not shut down my PC overnight, and today, it's back to 60fps constant again. I'm quite puzzled by this behaviour since it isn't related to any events, and even at the default fps/timer settings, if it goes slow it will stay slow until it feels like going back to normal.

    Any ideas?