helena's Forum Posts

  • Hello!

    How do I pick up all the tiles in a tilemap that shows a certain tile? Let's say tile id 2.

    Then i would like to change these tiles to something else or doing something else..

  • mindfaQ

    Thank you, that was better!

  • LittleStain

    Took me a few minutes to figure out how you meant with the event coding, but then I understood what you meant. I have now applied it, with some tweaks from my original goal, to make it simpler.

    Thank you.

  • Hello!

    Me again.

    How do you count instances with a certain property or variable value?

    For example on this screen there are 10 blocks with the setting collision enabled. Or there are 10 blocks with the variable value set to True. How do I let Construct count that and return me the value of 10?

    lennaert

    thank you, that's what I was looking for. I googled and it said that Firefox has support, but how to enable it. Oh that sneaky config page, of course.

    Now it works nicely!! Yay!

    At least the Trust one but I presume the Logitech one will also work.

    Added gamepad control to my game and it feels so fun to control it with gamepad. :) It feels more like a game!

    Input:

    I have a Trust gamepad, this model:

    trust.com/products/product.aspx

    It works nicely in normal windows games.

    But in the test it is not recognized at all. Firefox 26.0.

    Then I have another gamepad, a translucent blue one from Logitech called Precision, it won't work either.

    I wonder if the problem may reside with Firefox but I have bad Google-fu at moment.

  • It works, it was probably that particular event I tried to do that was faulty. It works now as I am using initialize tween for other purpose.

  • lunarray, your capx works. I see your have put the value in quotes. I will try again with that. Thanks.

  • lunarray

    Hello!

    I have found a bug in the "Create/Initalize Tween" dialog box.

    (Parameters for ..... )

    The Target text box has wrong variable type attached to it. I tried to add target value: 100,100 but got to reply it is error, it needs to be STRING it said... So it is impossible to use. I even tried to add 100, 100 in quotes but it won't help much.

    Thank you. Love litetween otherwise.

  • So on mobiles it is favorable to use tiledbg even if the size itself is bigger then?

  • Have to edit: it not only needs to be square it needs to be incremented in 32-64-128...

    Edit: I misunderstood again, it can be non-square apparently. Whee.

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  • The answer is easy: Tiled Background is better for the optimization if you just want to show static graphic.

    But I have a problem with blurry graphic. I searched forum and came to conclusion, it has to be power of 2, so I guess it mean that if the graphic is 392px wide it has to be 392px high.

    Now I wonder. I have graphic that is 392x75. What would be better optimization-wise: make that 392x392 (having alpha to hide rest) in tiled background OR make it a sprite and turn off collisions and whatnot, keeping the file size small?

    In my case it is the sprites that are sharp and the tiled background that are blurry.

    Thank you! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Joannak, thank you, yet more suggestions!

    Good thinking about the polygons. I am going to look at this, I think polygons is unnecessary in many cases.

    And about the graphics. Oh, do not worry. I agree it is not ideal and I think it is straining eyes too, but now basically everything is placeholder sprites with exception for the blocks and their stuff, and the tube. I am also gonna replace the ball, I am not happy with it because of same reason you mentioned.

    Regarding the tube. It is fuzzy now when I replaced it with tilebackground instead for sprite. Have to look it up.

    Joannak, btw, have to give you compliment, you seem to just have been here basically as long as me but you already are like a guru. Wow, color me impressed. :)

  • Sorry, old ctrl+v, whoops. Editing now, typing from memory.

    I am spamming my thread, I know.

    I have optimized the game as you suggested (I think I got em all, or at least mostly) and some my own optimizations.

    I decided to give it in a try in cocoonjs, not really excepting anything. But now it runs at 45-60 fps, before 5.

    I notice, the more blocks one level has, lower fps. As the blocks disappears, and less collision checks to do, higher fps. naturally.

    Fifth level is ice block level and that's the slowest level, only 25-30 fps. And I spotted a couple of bugs there too. Other than those the game runs as it should.

    I feel more optimistic now. Thanks.

  • I figured out the "find the objects in the range" I talked about.

    Easy enough, object X Is on Screen... yeah. :)

    I effed up with the saves, so I lost the changes I did with the sprites -> tilebackgrounds, so I am redoing it now. No biggie, I know what to do.