inquiesco's Forum Posts

  • ex32 No problem! In between development you might want to make a copy of your game and poke around the Construct 2 Manual, and experiment with some of the other cool functions and learn about what things you might be able to do. Best part of starting out with a new program!

  • ex32 No problem, hope the rest of development goes smoothly for you, .

  • ex32 No problem, good luck with development and most importantly, have fun!

  • Please share your .capx file (easiest to assist with) or a picture of your events (harder to assist with) as it could be anything causing it, .

  • My post updated , withou pressing any button, thank you.

    Yeah, I understood that, I was mixing two styles of movement together when I didn't need to, sorry (mind is fuzzing out from answering lots of questions I think, ha ha). If you want to click a square with a picture of an up arrow on the screen to make the Player move up, that's where you need the 8Direction or similar movement and make a 8Direction -> Simulate Control Event.

  • oOScuByOo In that case, when loaded you can use System -> Go to layout.

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  • Depending on what movement style you want, you can also add a Mouse object and have the Jet follow your mouse as you move it. You can also use the Platform behaviour as suggested above, or you can also simulate up, down, left and right movement with the 8Direction behaviour and Simulate control. Again, it depends on what game you're making as to what movement style you want.

  • Put the object you want it to fly through on a layer above the player, then make an Event checking if that element is overlapping the Player object.

  • Are you saying you don't want the Player object to fly off the screen? If so, give the Player object the ScrollTo (so the camera follows the ship) and Bound to layout behaviours. If it's another object you're just moving in the background that you want to stay on the screen at the end, you just need the Bound to layout behaviour. Apologies if I misunderstood your explanation above.

  • Oh, you need to give it a movement type like 8Direction, then add a Keyboard object and make an Event so that when the Right arrow is clicked, the Player object moves right.

  • I've not used the Node-Webkit platform yet, but you could make a layer on top of all layers in the layout called LoadingScreen, and add the large picture to it with full opacity. Then you want to run a check when fully loaded, and then fade the image out so you can see the layout behind. Unfortunately I'm making my own game so I can't spend time learning the loading bar checks and don't quite know how those work, so you might want to check the Loading Bar documentation.

  • To make it keep falling and require clicking a button to go up, you need to give the Player object the Platform behaviour. Then you can set the Jump strength, Gravity and Max fall speed variables to your liking.

  • sachos345 I've fixed your issue, turn Pixel Rounding off and the stuttering stops. I'm guessing the ScrollTo uses precise measurement, meaning if your player X is 295.5324234 it will try to move there, but with rounding on it's changed to 296, so it stutters between the two. I also removed bbox because it wasn't needed, at least from what I understand you were trying to do.

    Let me know if you need any more help, . Time to keep working on my game! That was a fun challenge for an hour, ha ha!

  • Hmm... can you please upload your .capx and I'll take a look at your events and try and get it working for you, .

  • RookieDev No problem, I enjoy helping people out so I live in the 'How do I' forum as a side activity while making my game, ha ha. And thanks for the compliment, .

    From what I've noticed and read the main performance loss from LOS is if you apply it to individual objects and have a lot of them. To work around that, you should make a family for them. For example, if you had 20 platform types all with LOS and on one screen with a lot other things happening, it might drop performance a little, so if you put the platforms in a family (fam_platforms) and put the check on that, it will only trigger the platforms that are within the LOS of the spawners (LOScheckObj).