Gropwel's Forum Posts

  • Hello, thanks for reading!

    This is one that's been bugging me for months; when you call GoToLayout, isn't it supposed to kill/destroy/reinitialize the layout you just quitted? Like otherwise if you want stuff to be changed forever in your game you'd need to store that info in global variables, no? Otherwise switching layout means reseting layout?

    When I quit my game to the main menu, then with the world map GoTo the same layout I just quitted, it seems chaos just occured while I was gone; the character seemed to fall throught the enviro while I was gone and always spawns a little lower in the level everytime I come back, particles never seem to have stopped growing and grew huge, it lags a lot like as if the whole game was running twice, my character visual is invisible and nothing seems to make it appear, I only see his collision box, it's just madness. I do not use global variables.

    So I was wondering am I missing a step or a notion here concerning level structure? I'm aiming at a world structure similar to Mario World.

    Thank you so much!

  • Haha thanks for the encouragement, I took it from the bright side and thought this might be a good occasion to spit shine metrics a bit more...

    Which left me wondering, is it really resolution or isn't it more simply the layout size? I don't think I can really lower the resolution as you would to perform better on older machines, Say like the low res pixellated rendering of Doom you can switch for in the options. Could one do that without resizing every sprites and stretching the layout?

  • Ouch... we are doing this to revamp all graphics. XD

    Hope I'm not opening a pandora's box!

    Thanks for the advice!

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  • Hello! Thanks for reading this,

    I've been reading what I could find about display resolution and I think it's possible that I may be on the verge of making a big mistake so I wanted to have your opinion.

    Say I develop a game then decide to change for a higher resolution, does that mean I have to increase all my metrics, parameter, basically all the maths?

    Ex.:

    800x600 to 1600x1200

    means I must tweak jump strenght 400 to 800

    sounds to me like yes I have to, but it's scary enough to just make sure with the pros if there is any hope of saving my maths. ^^

    Thanks a lot!

  • Hi!

    Link to the sonic engine is down, any chances of re-uping this one? Looks like the holy grail of slope management in cc.

    Cheers!

  • It works indeed! God what a relief! Fixed some collision detection bugs as well for some reason.

    You're right, I treated pv's too much like booleans I guess. States is a much more appropriated method.

    I'm sure my whole designer prog'd script could be reduced to just a few pages with optimizations like those.

  • Just a quick post before I go and do that to give all my thanks to you Tulamide, and of course to the community. You've always been incredibly generous of your time and knowledge which to me are pretty much the most valuable virtues. Sorry, had a rough day today, need to share positive vibes. ^^

    You'll have a spot in my team's credits if it's ok with you.

    Damn construct is the bomb.

  • OMG I actually found a way but it's so archaic!

    this is insane...

    Creating and destroying objects seems the only way on the fly of forcing them to use their own pv's.

    Can't imagine how I can use such a process for my animations tho...

  • Yes I already tried it and unfortunately it gives the same result. Works fine with one platform, but weird things happen with two or more.

    I would jump on the first platform then on the second but as soon as I touch the second it dissapears.

    I use debug texts to display the variables, I don't know if it's any indicatives but the value displayed is always the one of the first instance created, it'll never update if I touch another instance.

    Here's how I did it

    It's scary because that's how I intended to manage delays for the character animation's timing. She's getting annoyed that all of her animations are being interrupted all the time. XD :(

    Thanks again!

  • Here.s what I tried so far

    With private timer

    With function delays

  • yes that method works fine for one plateform, but when you have multiple platforms they all seem to share the same private variable (timer) They can't just obey their own private timer, they'll all refer to the one of the first created instance, even if I use conditions like "pick closest" and such.

    It seems to work if the execution is "destroy" but not if it's "make invisible" and "disable collision"

    It says your file was saved with a newer version of construct? r1.2 is the latest version is it not?

    Thanks a lot for your time! I'm still searching...

  • found the timer behavior that you can apply an object but it doesn't seem to handle more than one timer. feels like bugs to me.

    If I execute a second timer when the first one is over, the game just crashes

    tried many other configurations but any timer that isn't the first one seems to be considered completed at the start.

    I simply want to make a platform that dissapear then reapear after a short while... spent all day trying to do that. XD oh well, going off to bed

    sorry for the spam!

    cheers!

  • in fact both methods creates the same annoying result, even with the variable incrementation method, all instances seem to share the private value of the first platform that's been touched...

    even if I specify that with every touch, reset your own timer to zero!

    so there is clearly something I don't get with how construct selects instances and just how private those variables really are

  • hi all!

    wait timer works nicely but it seems whenever I put one in the execution the script just "forgets" which object it was applied to and applies the script to ALL object.

    Say for a on/off platform gameplay object;

    on collision

    wait timer 1000ms

    make invisible and disable collision

    it does all that to all instances of the objects so all platforms dissapear...

    but without the timer the private selection works just fine...

    thank you very much!

  • can't you already export html 5 with flash CS5?

    http://news.softpedia.com/news/Adobe-Flash-CS5-Can-Export-to-HTML5-Canvas-139597.shtml

    cause that would be very interesting...