eli0s's Forum Posts

  • Wait...

  • Oh... that's a bummer

    Anyway, thank you for your response and for clarifying that Ashley ! I hope this is going to change in the future, perhaps when HTML5 games become more of a standard, so will the the need for more mouse buttons

    Elias

  • What method do you use to move the enemy? This is important concerning the mirroring. The Sine Behavior doesn't have a condtition to check if you are moving towards the right or left, so I don't think it will help...

    If you like, send me your capx and let me see if I can help directly within your project.

  • The only difference between importing a sound as music or sound is that in the first case the data are being streamed in real-time the first time you play the game-thus making the audio file play immediately, on the other hand, sounds are being downloaded when they are called for the first time, thus not playing instantaneously.

    The workaround for the second case is to start the layout after you all preloads are complete.

    Otherwise, I don't think there is a performance (as in CPU) difference between them...

  • Ok, I saw your answer after I posted mine. Glad you figured it out

    As for the mirroring, either use an extra action to mirror the spawned object (Sptrite5) or add both the ForestCow and the Sprite5 in to a family and add the movement and the mirroring to the family object!

  • Hmm, I think you don't use the Pin Behavior correctly. You don't have to pin on some image point, first you set up the position of the child object (the one that has the Pin Behavior) in relation to the parent and then you "fire" the "pin to" action. You can either set the initial position manually in the level editor, or with actions, just like in our example.

    Please, re-download the last example, I've updated it to include the Pin Behavior. I used the Sine Behavior on the Enemy objects just to give some motion and pruve that the spawned object (Sprite1 or 5 or identity crisis ) follows.

    No need for anything, I am glad if I was helpful, by helping others I also learn my self!

    Tell me if everything works ok now

  • Oh, yes, that's an other thing. You can only have one audio file (which is imported into the music folder) playing at once. I always import everything as sounds!

  • I don't understand, Is there a reason to discard the advanced audio functionality? Compatibility perhaps? If not, it's by far more versatile since you can dynamically sculpt your sound at will, adjusting the same source to get resoults for many different scenarios...

  • Sorry to bump this up again,

    Ashley , can you please tell us if it's actually possible to implement 5 (or more) mouse buttons functionality in Construct 2, and, if yes, perhaps give us a rough estimation of when that might happen?

    Thank you in advance,

    Elias

  • Ok, so,

    1) You want each enemy instance (Sprite2) to spawn this Sprite1 every time the player's circle collides with the enemy.

    2) You want each Sprite1 (which was created before) to be destroyed if the player's circle is not overlapping the "parent" enemy any more.

    3) You want everything above to be independent from each other, every instance to it's own in relation to the player.

    Considering all the above, this is the best I can think of right now.

    http://www.eli0s.com/Tests/SpawnedIDs.capx

    I am using a distance check instead of the collision polygon of the circle (I've left the circle visible for illustration purposes) and instead of spawning the Sprite1, I set it's opacity to 100 when the player is within the desired distance and to 0 when it's not.

    You can trigger different animations or frame numbers by adding sub-events (if you change the animation, don't forget to add the "Trigger Once While True" under "System" conditions).

    I have to admit, this is more difficult that I'd imagined, correct picking is a #$% and I really don't understand why I had to use the "For Each" loop, since Construct 2 supposedly picks every instance internally by its self.

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  • It is normal if you have many objects and you leave the debugger showing and updating everything (the default state when it runs). Just click on the things you wish to check (the eye icons are very handy if you want to inspect many different items at the same time) and you will see great improvement in fps, if not the same as when normal previewing.

  • Hmmm, I can't see any delay in my system. Almost any browser opens and runs the preview at the same time. I used the rts template to have a standard benchmark project.

    Perhaps it's what Knifegrinder said. Have you used the debugger? Check if the CPU runs at within the expected levels, maybe something stresses it for some reason.

    -EDIT-

    Great!

  • Is this delay present with other browsers too? Have you tried Firefox and/or IE for comparison? The delay happens every time you hit "Run Layout" and if yes, even when the previous Preview is running in Chrome? What version of Construct are you using?