eli0s's Forum Posts

  • TrickyWidget , you are welcome!

  • TrickyWidget , you are correct about the bullet behavior, this isn't the cause of the problem.

    There are two factors that I know off that affect your scrolling test.

    1) The whole HTML5-browser engine that always have some kind of jerkiness in movement, no matter how simple a scene is. It just isn't smooth, there are many topics about this and I'm not very optimistic about it. Unfortunatly, there is nothing you can do about it.

    2) In your events, don't just subtract 256 from the Y, instead use this: Set Y to self.Y - 256. Most of the time, the TB isn't exactly >=0, depending on the scrolling speed it might be many pixels ahead on the tick that fill this condition. So, if it's lets say Y=10 and you subtract -256 you won't get Y=-256 but Y=-246 hence a visual "jump". If you use the self.Y-256 however, you ensure that the subtraction compensate for the TBs current Y value and there won't be any discontinuations in the movement.

  • Somebody

    TiAm

    Hehe, I used the character as a star sign not as the multiply symbol

  • *1

  • I like Somebody 's idea of having the object parameters exposed and manipulated visually with nodes. It's like having all attributes available from withing the editor for an initial setup state. Afterwards one could manipulate the hell out of them with events. I see no conflict here, other than more development time for the developers.

    I am afraid that Lately I see Ashley being fast to reject ideas coming from forum members. Perhaps it's just me, having no experience from other game developing forum and not being a very old member my self. I know that answering to all us is time consuming and perhaps most of the time a mundane task, and I really appreciate and honor his effort. It's just that I'm noticing either a "it can't happen" or not commenting at all policy lately.

    There are many-many things that float around and probably inhabit the todo list, but here are (again) my top 5!

    1) Timeline: A way to animate-timing up stuff within the layout and be able to trigger those animations with events. Perhaps this can replace the path system feature request. If not,

    1.5) Path System: A way to make stuff move along a path over time, with the ability to control the position/path percentage, the curvature of the path and the easing in/out between each path point.

    2) Masking: A proper masking system that allows any Sprite or Layer to mask in/out any other sprite or layer, taking into account either the opacity/alpha or the Gray-scale values.

    3) 2.5D work space: Parallax offset/scale is just annoying. It happens from 0,0 coordinates and it's just unintuitive to frame/compose a complex level this way. A workspace that has z-depth and a "real" camera will allow for a natural compositing workflow.

    4) Lighting system: A proper and Global lighting system that has a Diffuse-Normal-Specular setup within the Sprite Object and illuminates-casts shadows accordingly. I feel graditute for the system that we have, but it's just not there yet.

    5) Audio enhancements: This is very well covered on other topics, the thing is that the audio workflow needs to be greatly improved. Synching multiple audio tracks is impossible, there are no mixing/bus tools and many-many other things that could vastly improve the outcome audio-wise

    +1 for real time preview-editing!

    Lastly, since this is a recurring subject, I haven't voiced my opinion about native exporters for a long time, but after seeing this on this topic, I must say WOW! This is a huge difference! I don't know about fps or any technical mumbo-jumbo, but it just feels so damn fluid and good! No jitters, no jerkiness, no wait a few seconds for the code to settle (in layman's terms), no nothing!

    Anyone noticed that the mouse doesn't lag behind? In C2 can anyone manage to make "every tick---> Sprite set position | mouse.X, mouse.Y" and not having the Sprite lag behind the mouse cursor?

    Anyway, I don't know which of the above fall to the "New Editor" or "New Engine" category, so I'll probably be flamed for being naive and out-of-topic. As an artist though, these are the things that stand out for me and I would like to have them in this game creation tool.

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  • Ruskul , I find this to be a very good proposition! I think that layers should have x,y position coordinates (defaulted to 0,0), just like they have angle and scale options. The ability to move each layer interdependently from an other or the "camera", can be very useful.

  • I saw your tutorials, really well made, well structured and easy to follow! Keep it up and thanks for sharing your knowledge!

    By the way, have a happy new year!

  • This is indeed very useful. Perhaps a tagging system like the shadow casting has...?

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  • imothep85 , sorry, I wasn't clear, the diamonds rotate the same as the ring, the inverted Y axis that I am talking about is regarding how they move around the canvas when the mouse is moving.

    Moving the mouse right/left make the diamonds move right/left. However, moving the mouse up/down makes the diamonds move down/up, the movement is inverted.

    And if you move the mouse on the center of the ring the diamonds stay in position (which I am sure you already know about)

  • Rable , very nice hand drawn, crayon-look-like art! I like the look and the aesthetic a lot! Well done!

  • Aphrodite , thank you very much for your detailed and thorough answer! That explains a lot and now I understand that there are significant differences between the two methods. This makes Toddler's request even more logical!

  • imothep85 , the model looks very nice and shiny! Please note that it takes some time for the geometry to load, at first the only thing I was seeing were the colored squares on the right. In fact, I was in the middle or typing this response saying that I can't see anything, when the model appeared! :b

    As a sidenote, the diamonds move like they have the Y axis inverted and, on my system, Firefox delivers terrible performance. Chrome and IE 11 however are smooth as butter!

  • Sumyjkl , up until now I've naively assumed that adding the "Trigger once while true" somehow "converts" the event in to a trigger! Can you please confirm that adding the "Trigger once while true" condition into an event doesn't affect how often the system checks if the conditions are met and that it does indeed update/calculate every tick?!?