Eisenhans's Forum Posts

  • I think you misunderstood that bit..

    In the text snippet above, they were referring to using smaller images, if the target was to create a frame that would not cover the whole screen in the first place, but only the edges. So you would waste draw time, if you put a window sized sprite -on top-, with everything transparent but the frame. That indeed does not make any sense.

    However in your example, splitting the BG up probably does not change anything, because it has to be drawn all over the screen anyway.

  • Big thanks for that. It's really helpful!

  • Change your setting of "unbounded scrolling".

  • Could you rephrase your question a bit? What exactly do you want to do with the score and why delta time?

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  • In the project properties there is a setting for "Sampling". In your capx it's set to linear, but for retro pixel stuff you might want to set it to "Point".

  • If I understand you correctly you want to pick your Color sprite with the right frame and move to it?

    You can actually pick by animation frame..

    I made you a little capx:

    http://honigmilch.com/capx/framepicker.capx

    The red box is your OK. It waits 1 second, and then it picks a Color instance by a random animation frame (you could do that with the frame you need, of course), and lerps itself onto the position of the picked Color.

    You have to be aware though that having more than one instance with the same frame number will cause more than 1 get picked, and that might screw up your whole setup, so be extra careful with methods like that..

  • Right now there are 2 viable paths to iOS:

    Ejecta: https://www.scirra.com/tutorials/926/ej ... ow-for-ios

    or CocoonJS: https://www.scirra.com/tutorials/303/ho ... o-cocoonjs

    Both require some tinkering, so be sure to read those tutorials carefully.

  • Most people put them just outside somewhere manually and be done with it.

    However there is one distinct advantage of placing the starting position procedurally: If you have varying screen sizes (for example if you cover desktop and mobile aspect ratios within the same game) and you always want to start the button from say: 100 pixels right of your window, it's better to place them with an event.

    A possible reason for wanting that (and not just put them somewhere the window will never reach them, like 10000 or so) could be that you want the button to appear at the same time on all platforms and screen ratios. If it was far out, it might be a couple of seconds until it becomes visible, depending on how everything is set up.

    So if it matters or not - it all depends on your project and what you need it to do.

  • So.. you need more than this?

    https://www.scirra.com/tutorials/927/tw ... ser-object

  • [quote:xyk1pja6]But then when I animated it I ignored that limitation for better aesthetics

    I think we can let that slip

    Be sure to keep posting updates!

  • Wow, that looks seriously cool.

    Does your graphics style obey the restrictions of a real arcade/console/homecomputer antique, or is it "just" style? (looks great anyway!)

  • Problem Description

    If you add revolute joints to physics objects and tell it to use image point 0 as hinge (and you moved the center correctly), it will still use an imaginary midpoint instead of image point 0. If you add another image point and use that one instead, it works as expected. Tested on Box2D web, and Box2D asm.js.

    Attach a Capx

    http://honigmilch.com/capx/revolute_joint.capx

    Description of Capx

    Left rope uses image point 0, right rope uses image point 1, to show the difference.

    Steps to Reproduce Bug

      Hit F5.

    Observed Result

    An imaginary midpoint is used as hinge

    Expected Result

    The correct image point 0 should be used as a hinge

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (n/a)
    • Internet Explorer: (n/a)

    Operating System and Service Pack

    Win7 64

    Construct 2 Version ID

    R165

  • I made you a little capx:

    http://honigmilch.com/capx/brick_to_player.capx

    (The green thing is you drag-paddle)

    What it basically does: The brick waits for his time to shoot and then sets his bullet's angle of motion towards the player and also the bullet speed.

  • emoaeden You have it. At least it's visible on your profile.

  • The real trouble with getting this to work on mobile is the way a lot of mobile providers handle NAT on their cell towers.. sometimes all customers on one tower, or even on a cluster of towers get stuck behind the same ip. Even worse, depending on how they are set up, different servers see a different ip, depending on where they are.

    A peer-to-peer based approach will fail in a scenario like this, so you can only safely assume it works for people on their private wifi instead of outside in the wild via a mobile connection.