GeometriX's Forum Posts

  • I was referring to the "on layout exit" action, but looking at your capx that's not the problem.

    Still not sure what you mean by animations, unless that's what you mean by "games". Anyway, that's not an issue either.

    Taking a look through your project, I'm pretty sure that the only issue is the size of your images - in terms of disk space. They're too big. 5MB for a simple project like this is huge. The images are simply taking too long to load (as it's their first time doing so when entering the layout) when changing layouts, which causes the delay. It's nothing in your code, you just need to optimise the images in an external image editing program like Photoshop or even GIMP.

    I'm testing by compiling this project and even that is taking waaay longer than it should. My PC is churning away to make those sprite strips.

    Your other option (which doesn't actually address the problem, it just side-steps it) is to include all or at least half of your images in your first layout, but just outside of the layout itself so they won't be visible. This forces the browser to load the artwork into memory in stages, instead of all at once. This won't reduce the overall lag, but it'll slice it into less noticeable chunks.

    Oh, and you don't need to use both the mouse and touch object for input. Touch has a neat property called "use mouse input" which simulates the use of a mouse, meaning you can use the touch object exclusively but it'll accept both mouse and touch input.

  • The Map2 layout has no event sheet assigned to it.

  • Your method seems right, so there must be something else to take into consideration. Maybe you have a lot of stuff running on layout exit?

    You refer to animations in an odd way, what do you mean by "this particular animation I'm working on"? Is it possible that an animation is still running, causing the delay?

    Without much more info it's difficult to diagnose your issue without guessing. Posting a capx would enable us to help you easier.

  • Also, don't forget that you need to test if "Defender.Floating is not true" before assigning targets to the turrets. Otherwise they can fire before they're actually placed down.

  • Nope, sorry. I'd really like it if the sprite editor did have a basic text function. In the meantime, I'd suggest that you use a single static (as in - it doesn't need to change during the game) text object that you just clone and edit as necessary across your entire project.

    I don't understand your second question :(

  • Just have a couple of minutes so I'll give you some real quick feedback of random thoughts in no particular order:

    1) Is that Felix from Wreck-It Ralph? He looks awfully much like him...

    2) Please replace the space key with the up arrow. I'm not sure what your thinking on this was but it feels weird to have to go between space and up when jumping and climbing ropes. Up should be up (in my book).

    3) There's a weird, like, spongy feeling when colliding with the platforms. The player sticks to them and then falls through.

    4) I was totally confused in the beginning, thinking that I couldn't walk through the centre beam, so I didn't even try it. It's because it's exactly the same as the outside beams (which are solid), so I'd recommend changing its look slightly to make it obviously not solid.

    5) I like the cheeky death messages. They're to the point and make sense.

    6) No death from falling too far? Is this a deliberate choice or did I just not fall far enough?

    7) Just an odd thought: if he's going after his lunch, why is he not satisfied by all the fruit and croissants that I'm gathering on the way?

    8) I really like the name, by the way. I don't usually spend much time in this sub-forum but I saw the thread title and immediately was interested. I didn't know what to expect. It's quirky, and it fits the gameplay pretty well.

    9) If I die on the poison then the death animation drops me down twice.

    10)It seems a bit unfair to not reset the timer upon death, considering that the player has to start all over from the bottom upon death.

    11)Oh god, the music. Please make a longer sample, it's painfully repetetive :P

    Great work so far. It needs some tweaking but it's set to be a nice little arcade-style game.

  • Did you use WebStorage? If not, you should use WebStorage. If so, did you use local or session storage? If session, you should use local storage.

    If you use CocoonJS to publish to iPhone, WebStorage works there too. It'll also work if you use the native browser, but I imagine performance would be terrible so you should use CocoonJS anyway.

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  • I'm not sure exactly how this will play into your physics mechanisms, but the Jump-thru behaviour handles pretty much exactly what you want here. It even accounts for moving/rotated sprites. If you could find a way to make it work with your physics stuff then it might save you a lot of hassle.

    Quick example capx using platform behaviour: right click to rotate the blocks, left click to drag and drop.

  • Your solution is in the title of this thread: use instance variables. When each instance spawns, it'll spawn using the default value of the instance variable, and those variables will be independent of those belonging to other instances.

    If this isn't working properly for you, you might not be correctly picking the instances of the enemy that are meant to lose health: you might be affecting all enemies at the same time.

  • There's no keyframe or timeline animation, if that's what you mean, but you can certainly animation rotation, scale and position by using events to manipulate the angle, size and movement behaviours respectively.

  • There are two things wrong.

    First, you should apply the physics behaviour to both objects.

    Second, they're falling down because of gravity. The joint is being created but because they're both being pulled downwards at the same speed you won't see any result.

    If you want an object to stay in place then you need to set it to be immovable in the behaviours properties pane on the left side of the layout view - in this case it'll be the base of your pendulum (took me a while to realise that's what you meant by "ticker" :P)

    Example capx

  • Cool, thanks ASHLEY.

  • First make sure that you've got a text object, position it where you need it to be, then create an event like this:

    On start of layout -> Text > set text > house.UID

    Useful manual entry.

  • If you have no additional conditions to test once escape has been pressed then you can just lump them all in the same group of actions. If you do have other conditions to test, then you can use sub-events:

    On escape key pressed -> optionally do action(s)

    Check additional condition(s) -> do action(s)

    Check additional condition(s) -> do action(s)

    Check additional condition(s) -> do action(s)

    etc.

  • Link to .capx file (required!):

    https://dl.dropbox.com/u/14522925/C2%20examples/buggy%20node-webkit.capx

    Steps to reproduce:

    1. Create a sprite or text object, plus browser, plus mouse object.

    2. Create an event that, when clicking on the sprite or text, do browser-close action.

    3. Export to Node-Webkit.

    4. Run the application on Windows 8 and click the object.

    Observed result:

    The application crashes in Windows 8 when you click on the sprite or text object.

    Expected result:

    Application simply closes (as it does in Windows 7).

    Browsers affected:

    Chrome: n/a

    Firefox: n/a

    Internet Explorer: n/a

    Operating system & service pack:

    Windows 8 (crashes - testing on three machines)

    Windows 7 32- and 64-bit, SP1 (testing on four machines - working)

    Construct 2 version:

    R119

    I understand that this is specifically a node-webkit issue, but since this has now been added as a part of the stable releases, and it's a clearly consistent error (at least with my testing on seven different machines), it was worth mentioning.