GeometriX's Forum Posts

  • cesarzevil, Please post your capx. I think all of us here agree that there's a very good chance your game can be optimised to get the frame rate you want. It's at least worth trying before you give up entirely.

  • I use text objects that are off to the side of the layout I'm currently working on. I list them under TODO, bugs and milestones, and then colour-code them and order them according to priority. The system works for me but there's definitely room for improvement.

    So, in that sense, I can get on board with the idea of a built-in TODO list thingy, especially if it could reference specific events and objects in that list.

  • But for every vocal complaint there could be 10 or a hundred people having the same issues who will just shuffle off without saying anything. If people are having issues that are caused by their lack of understanding, that cause needs to be addressed. Telling these people to give up and bugger off helps nobody.

  • philx Just tested it with my current project and it does indeed work. On Android 4.1.2, at least.

  • There isn't a way to disable the behaviour (oddly enough), but perhaps a better way to use the behaviour in general would be to have the screen follow and invisible dummy object. This gives you better control over smooth camera movements, and lets you customise the movement whenever you want by adjusting the position of the dummy object.

  • A relatively simple way to do this would be to give the sprite an instance variable called FixedY (or whatever you want). Then create these two events:

    On Sprite created -> set Sprite.FixedY to Sprite.Y

    If Sprite.Y > Sprite.FixedY [OR] If Sprite.Y < Sprite.FixedY -> Set Sprite.Y to Sprite.FixedY.

    It's quick, but I would really appreciate it if this functionality was built in though.

  • Maaaaybe possible, but highly inefficient even if you could get it going.

    FYI, Fez was coded from scratch, and even that was a nightmare for the programmer. Getting an existing framework to do tricks like would be pretty challenging, but as a starting point you'd need a fully-3D engine.

  • Oh, sh*t just tried it now. Experienced exactly what you said. Yeah, it's pretty unworkable like this :/

  • You'll get much better performance in everything but physics. I don't even bother testing over LAN because of how poor the performance is.

  • First, you should be saving your project as a caproj, not a capx. Caproj allows you to edit an "open" project, with all its animations and event sheets laid out inside a folder, instead of being bound up in a single file.

    This way you can freely edit, load up and adjust sprites while another person works on an event sheet, and I think you can work on two separate event sheets at the same time, since these are stored as separate xml files. This way you could, for example, have one person working on the main events of a game while another person builds new levels that each have their own simplified event sheets and call in the main sheet.

    I anyone else has any tips on this I'd also love to hear them. I'm gearing up to work with a colleague for Ludum Dare 26.

  • There was indeed a discussion about this recently. Here it is: http://www.scirra.com/forum/solvedget-the-position-of-where-objects-collide_topic65970.html?KW=

    Still didn't get quite the result I was hoping for in that thread, but for simple cases there is a solution that just requires a bit of maths.

    If anyone does have a neat, preferably not third-year mathematics way to get the answer, I'd also appreciate it.

    That's an interesting approach, Please correct me if I'm wrong, but essentially what you're saying is that Scirra would benefit from adding in more features which would pull in more customers, in turn generating more revenue and allowing them to hire more people to improve the overall offering for everyone. A solid outlook, and one that I can't argue with on a "make cash now" level.

    On a "make cash later" level, however, I really think that improving the existing offering and catering to the established customer base offers a more sustainable and organic form of growth. By catering to those people who have already paid their dollars, a healthy community is nurtured which a) brings in new customers by word of mouth, and b) brings in revenue from future projects (Construct 3 and/or paid-for assets (think of Unity's asset store), etc.). I don't know what's more beneficial to the customers and Scirra; I guess a lot of weighing up and number crunching/projections would be in order.

    Definitely an interesting perspective, though.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads

    zyblade, did you really just protect the right to vote by denouncing freedom of speech?

    People are free to vote on whatever they want, but that doesn't protect them from having their votes and opinions challenged. Pretty sure that's the point of a forum.

  • I won't do that, because it's your game and you should make it, but I've created a generic XP system that you can use. It's fully commented and doesn't use families, because I see you're still on the free version. I strongly recommend that you buy C2 to gain access to families, which will make the process of dishing out XP for monster kills much easier.

    Here you go.

  • Here's an updated capx.

    What I did was, instead of adding to the width of the XP bar directly, I stored the 20xp gained from killing enemies in a new variable called XPToAdd. Then I created a new event that, every tick and as long as XPToAdd was greater than zero, would add 1 to the width of the XP bar and subtract 1 from XPToAdd. The result is an animated XP bar.

    PS: You should look at storing your XP in its own variable, instead of relying on the XP bar to track the total XP (this also allows you to scale up the XP required to gain a new level). The bar should be a representation of the XP, rather. You can set its width as a percentage of its total, like [(current XP / required XP for next level) * 200].