eli0s's Forum Posts

  • ramones Thank you very much for your comment! Haha, indeed, since the final section symbolizes decay and the descent to Hades, it should be accompanied with low fps by design! . The level is heavily comprised by textures with normal maps and uses the bump webGL effect on many-many layers, so that should be the main reason for the low fps.

  • Prepare a second image on an image editor and change frame? (sorry if I state the obvious)

  • There is also the great Sprite Button Behavior Plugin. It adds easy functionality to custom buttons. https://www.scirra.com/forum/viewtopic.php?t=88607&start=0

  • You are welcome!

  • iceangel Thank you very much!:)

    KLEVIS Miho Thank you Can you please elaborate on the problem? The game doesn't load or loads partially, or the is the http://www.eli0s.com inaccessible? It will be nice to know since I suspect that there are parts of the world that for some reason block my url.

  • Add the Browser object and on an event (e.g. on button click) add the "Request fullscreen" action (found under the browser object).

  • I agree with Lordshiva1948 that would make us understand better the situation.

    Although, I am still betting that your "Window size" dimensions are higher that what your screen can display. Can you confirm that? Tell us what are your project's Window size dimensions and what is your monitor's resolution..?

  • PhoenixNightly Thank you very much, I'm so glad you enjoyed it!

    DravenX Well, that will definitely affect the statistics that the 3rd level provides you

    -EDIT-

    //Unfortunately I am having trouble re-uploading the game to the FTP server right now. After dirtylook was so kind to point out a typo, I had re-exported the game, but for some reason some files have different sizes and others are not getting thru. The credits are not playing because the event system waits for a on-time cue. Oh well...

    Problem solved, project up and running, end credits are rolling as they should

    -/EDIT-

  • Perhaps you need dummy objects for the collisions. Don't use the Player sprite to detect collisions, instead attach or spawn ivisible objects on the important points (head, legs, feet) and at the right time.

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  • dirtylook

    Thank you so much for your kind words! I am very-very glad you like it!!! And thank you for spotting my typo! I've fixed it.

    The end credits were updated also -/Edit-

  • blackhornet you are absolutely right!

    moymoymoy i'll send you the file... Thanks to blackhornet it works

  • Because it is not on the edge of the layout, thus the scrolling factor isn't so obvious? Also, you are not able to confirm exactly were it shoots, the mouse cursor is much more accurate comparison point to detect the offset.

  • Ok. I have found the problem, but not a solution. It's the system| layout scale 0.6 that causes the offsetting...

    I must say that I was almost ready to bite my monitor when I realized that I should check the scale factor...

    If you set the layout scale to 1, it works ok. I don't know how to overcome this, I tried the magicCam plugin to see if the scaling from within the plugin uses an other algorithm, but it renders the same results.

    That's why I insist that a real 3d work space is crucial. As it is now, C2 scales everything from 0,0 coordinates, this is causing the offset. Perhaps there is a way around this by using the parallax values of the layers and ass/subtract some offset in relation to the scale, but this is too complicate for me.

    Some hero

  • In the world of heroes I must be... the amazing slug-man!

    Doing good moymoymoy, thanks for askinng

    Now, this is weird. Is it possible to send me the capx (or a simplified version of it) to take a look..? We must be missing something obvious there, but a closer look will help to trace it down!

  • Are you using the "Bullet behavior" for the bullet?

    If yes, on event 74 replace the "set angle toward" action with the "set bullet angle of motion" and on the field type: "angle(PlayerArmSprite.ImagePointX(1), PlayerArmSprite.ImagePointY(1), mouse.X, mouse.Y)" (without the quotes).

    Also, you can merge event 74 to 73. Add a "trigger once while true" condition to the event 73 and move the "set bullet angle of motion" action below the "spawn object" action.