Hasuak's Forum Posts

  • I got two things I've been wondering about lately. First, when I play a looping sound at a different playback rate, change tab and then go back to game it resets the playback rate to default. I haven't found a reason nor a workaround for this. It's a mystery, but nothing too serious for me because I'm aiming for a desktop game anyways.

    EDIT: It seems to reset even on Node-Webkit if I minimize the game. Odd.

    Also I don't understand why audio in sound and music folders sound different when played in different playback rates. If I play music that's in the sound folder on lower rate it sounds good, but if I throw it into the music folder the music sounds stretched and plays in different pitch. What's the real difference between having audio in these two different folders? Is it something I should be concerned about if I'm making a desktop game instead of a browser game?

  • You could give the enemies another object on top of them and make it a physics object. Use Pin behavior to stick the object on top of the enemy. Then make the fence also an immovable physics object. Physics objects don't collide with objects with Solid behavior so you can keep using Solid for player without a problem of colliding with either the fence or the enemies.

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  • derikvlog, why would you have solid behavior on the object if you did not want solid behavior?

    He could want the solids to only affect certain objects, not all of them.

  • Whenever I'm trying to get my text object's text from a variable, the text box doesn't rescale itself. How do I make a text object that scales itself to fit the text correctly, preferably with a limited width. I tried normally changing the text and then setting its scale with TextObject.TextHeight and .TextWidth etc. but that rarely worked like how I wanted to. The box usually came out too high and too thin etc.

    Hope I didn't confuse you with my way of explaining my problem.

  • What kind of graphics card are you using? The shader feels like it should be very simple for any today's graphics card.

  • Yes, we need to know how the movement and camera are set up. I don't think this is the browser's fault. A screenshot of both movement and camera events would help a lot.

  • I'm making a simple dialogue box system for my game, but I'm not sure how to get the UID of the NPC and then set object's position to it. Any help?

  • Thanks for the replies! Both seem plausible enough for me. I'll be testing them soon.

  • I'm trying to come up with a system for cutscenes. It's a sidescrolling game so characters will use the Platformer behavior. What would be the easiest way to make a character move into a called position and then trigger something when they reach it?

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  • From the sound of that it must be that I'm just creating my events wrong and causing some weird loops that eats up my CPU. My game has very little animated content aside from the actual characters that usually have 4-5 animations with at least 4 frames and at most 12. I'm gonna start disabling chunks of events and see if that shows me the way to the problem.

    EDIT: Alright, I got a question. Which CPU usage I should trust? The one that shows when the Profile tab is open or the one in Inspect? The game uses about 10% of my CPU when the Profile is enabled but jumps up to 35% when in Inspect? Could it be that the Inspect itself hogs the CPU? This also happens on both node-webkit mode and in Chrome.

  • Right now I'm making my game to work mainly on node-webkit platform and I've realized that the game seems to be eating about 30% of CPU use on my quad core constantly even on idle. The layout has only 84 objects and 90% of them are just static sprites with no events or effects connected to them. The usage doesn't drop even if I remove all particle generators and disable WebGL. Is this normal for C2 games? Also for some reason the debug layout seems to cap my FPS to 50 and makes it feel very laggy, but I don't think it's connected to the CPU usage since it happens on all my projects.

    Also does other layouts eat CPU even if they aren't rendered? I have one layout just for objects, containers etc. to make spawning them easier and to keep the project more organized.

  • Quite a difficult game. Try adding more specific things that you can collide with. The buildings are way too big obstable to be an instant game over. The birds and whatnot could cause less loss of balance so hitting a single bird wouldn't instantly send you rocketing to the ground. Also some kind of simple snow splash effect when hitting the ground could be nice.

    I also managed to just let go of the controls and fly a short distance under the buildings and outside the screen. Maybe put the game over trigger a bit higher?

  • My ye olde beat em up project turned into a contra-esque over the top shooter after I started taking away everything that I couldn't do, ultimately losing all of the difficult 2.5D elements and complex combo systems. Now it's all about explosive run'n'gunnin' splatter fun.

    I also learned to hide all the ugly graphics behind fog and noise. heuheuhuehuehue

  • Aha! That did the trick! And here I was thinking that I've found a serious bug in the system. Great, now I can get back to devving without having to watch a floaty rubber arm dangling behind my character