Iggyboo's Forum Posts

  • 11 posts
  • Just an update, for anyone that cares. <img src="smileys/smiley4.gif" border="0" align="middle" /> I think unclejunkie's link put me onto a great way to handle this. I didn't intend for this to be a "Terraria-ish" type game, but this has lead me to an interesting mechanic for another game I have planned AND it may have led me to a way to simulate a type of vector type terrain for this one. If I use a similar style grid terrain system and different top sprites with varying surface angles I could provide a like style surface but with a higher "resolution", so to speak. I just have to make sure that each angled surface sprite corresponds and matches the adjacent sprites. Not quite a vector drawing system but it would fit my needs. However, this could lead to a vector-ish drawing using grids and sprites. Maybe I'll work on that later, but, for now, I think I have my direction.

    Thanks for all of your support!   <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Val

    Thanks for the defense. We gotta learn somewhere, right, and the best way is to ask questions.

    Whiteclaws

    I appreciate wanting us "newbs" to RTFM but I missed that "How Do I" section somehow and now I know. Thanks Uncklejunkie! We gotta learn somewhere, right, and the best way is to ask questions. <img src="smileys/smiley2.gif" border="0" align="middle" />

    R0J0hound and retrodude

    Thanks for helping to answer my question!

  • Now that looks interesting. I'll take a look. It could lead to a type of generated terrain.

    Thanks!

  • I've been a bit stumped with this problem. Construct 2 seems to function well with static sprites or a series of them for animations. This also means the the collision polygons are also static. In order to generate custom terrain I need to be able to change that. I could utilize the tile method to try and construct the terrain a chunk at a time but that seems a bit overkill for my needs. I'm trying to create a basic lander game and want to generate a custom terrain with landing sites and scores like this: my.ign.com/atari/lunar-lander%C2%A0%C2%A0%C2%A0Does anyone know if there is a way to do this, or perhaps some plugin can help? Actually, I've been thinking that I'd have to write my own plugin, but I'd like to know if it is even possible with a plugin before I start going down that route. Anyone with prior experience with sprite modification via plugin or another method?

  • How about a separate forum section for feature requests? It would be a great way for Scirra to dig through the forum to find those "gems" and we can have a place to go to make sure we aren't doubling up or to add our votes to particular threads. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • It was in the layout editor. Well, with the new Z Order Bar, it might not be so bad, but it would be neat to be able to hold a key and click to cycle through objects. I'll go to that requests thread. Thanks for your help!

  • Is there a way to select an object (sprite) that is located under another object (another sprite). I've tried holding a few key combinations and clicking but I still just click on the top object. I've checked the manual but I can't seem to find anything about that. Did I miss that somewhere?

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  • Hmmm. OK, I'll go back and RTFM. <img src="smileys/smiley9.gif" border="0" align="middle" /> Sorry to waste your time.

  • Link to .capx file (required!):

    pwnsoft.com/c2capx/AudioBug.capx

    Steps to reproduce:

    1. preload audio sound

    2. add event: Audio - All preloads complete - Play audio sound on loop

    3. Run layout

    Observed result:

    Memory climbs and CPU is almost maxed out on the browser instance. The audio does play as expected but it starts to distort and then slows down as the CPU is bogged down.

    Expected result:

    Sound preloads, plays on a loop, mutes, and then I can unmute when needed.

    Browsers affected:

    Chrome: yes = Version 24.0.1312.57 m

    Firefox: yes = Version 18.0.2

    Internet Explorer: Yes = Version 9.0.8112.16421

    Node-Webkit: Yes = Version bundled with r118

    Operating system & service pack:

    Win7 SP1, x64

    Construct 2 version:

    r118

    Other Steps:

    I experimented quite a few times to find the problem, and I believe that the "Audio - All Preloads Complete" is the the culprit here. If I remove that event and just play the audio loop "On start of layout", the audio doesn't play right away when I want it, but it doesn't cause the same issues.

  • Ah, that was it. I just added a particles-SetAngle action right under the spawn-particles action. Obvious now that I see it. :) Thanks!

  • I'm quite new here and have been messing with the particles, but I can't seem to change the direction they spray. I have the angle set at 270 which would suggest that should spray up and it does if I make it visible when running the layout but when I spawn the particles from another object (destruction of another sprite) it has the default angle of 0. Is there a way to set it when it spawns or prior to spawning? Am I just missing something obvious?

    Thanks in advance!

  • 11 posts