Jase00's Forum Posts

  • Whilst I'm super excited about trying this out, I can't seem to install Intel XDK. I download the windows installer for my Windows 7 64-bit OS and click on it, pops up with the splashscreen and progress bar saying "Extracting configuration files..." then when the progress bar reaches the end, closes. Tried installing the Linux 64bit version on Ubuntu which got further but froze during the installation. Also tried installing the Windows one on a Windows XP Virtual box but this only causes the splash screen to appear for a split second then vanish! Tried compatibility settings in Windows too, running as admin and whatnot, but nothing. :(

  • Found this when making customisable colour for in-game items (there's items that have two different sprites connected together like "Top hair" and "Back hair", and this bug ruins the visual effect)

    I'm hoping this is a simple random little bug of easyness!

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/hslcapx.capx

    Steps to reproduce:

    1. Create any sort of sprite, making sure to have the standard "1 Pixel border" around the sprite.

    2. Have the "Adjust HSL" WebGL effect on.

    3. Adjust the Luminosity parameter.

    4. Notice the object lights up like expected, but has a darkened border surrounding it

    If you shrink the sprite so that it does NOT have a 1-pixel border, the outline will no longer exist (however this isn't a quick fix for sprites that are circular)

    This ONLY happens to Luminosity.

    Observed result:

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/hsl.png" border="0" />

    Expected result:

    There shouldn't be a border

    Browsers affected:

    Chrome: yes

    Node-Webkite: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r153

  • :D Excitement levels peaked...can't...handle it....*dies*

  • You've taken an interesting approach at having timers on multiple objects. I can't offer any help, but I can offer how I would do it myself.

    ONLY have the instance variable "LifeTime", which gets set to a random number still when it is created, (int(random(1,6))

    And then have an event, that constantly DECREASES the LifeTime variable of the baubles by "dt" (which will make it go down by 1 every second). You may or may not need a "ForEach Baubles" event here, probably not though!

    And then have another separate event, that "Compares instance variable" of the baubles, checking if it's =<0, then "play Sheep sound", destroy, ect.

    I hope this helps somehow!

  • Sure, you didn't develop the MMF2 Sonic Worlds, but "Porting Sonic Worlds to Construct 2" is what is yours. Your baby, if you will.

    Also, you HAVE directly ported it, and it works almost perfectly; just a few bugs here and there and this performance issue. But other than that, you've ported it very well. It's impressive, and it's unfortunate that think it's a futile effort.

    I think the one inevitable problem is "curved platforms", as C2 handles collisions via polygon, and not per-pixel; but it's still totally feasible.

    I hope you continue to work on it! I'll see if I can apply what I know to optimise it in my free time. Kudos on what you've managed to do so far!

  • Happens here too!

  • Candescence It's easier than you'd think to make multiplayer. You could have as many different players as you desire using only one set of sensors (each player would have their own "Player" sensor, but all the slopes, walls, ceiling censors). In the most simplist way, it would literally require a "ForEach" loop that sends a function that does all the movement events, with a function parameter of the Player's UID. Sure there might be a hickup or two, but trust me, it's very straight forwards (a lot more straightforward than optimisation stuff!).

    Listen to tulamide! Don't abandon this, you've managed to get very far already, it's further than I ever got in my few attempts of making a "Sonic" engine in C2 (I have tried a few times and only end up making a ball that can walk up slopes and stick to them using trig, then I gave up lol). If you're stuck, just keep asking questions on here, people here love to help others :P

  • I remember using Sonic Worlds a lot when I used to use MMF2!

    Looking at this capx reminds me EXACTLY of the layout of the events from the MMF2 Sonic Worlds.

    Not that I'm exactly genius on all of this, but I can see a lot of events that are very badly optimised (the same things jayderyu picked up on).

    Mostly avoid repeated Collision checks. I know it's difficult to sparse collisions, but some checks aren't necessary, such as, whilst Sonic is moving right (XSpeed>0), it's not really needed to check the "Left" sensor if it's overlapping a wall (Sure, it could create problems such as if a moving wall was coming towards sonic whilst he's moving right slowly, it may not push him, but I'm thinking "Basic" Sonic engine :P )

    "Every Tick" with lots of math involving Sin and Cos, probably is a bit overly taxing on the CPU (Even general calculators lag for seconds when you do multiple sin calculations in one go), I guess to avoid that though is a bit complicated, as Sonic needs to detect stuff constantly as he's running.

    I haven't got time to analyse or write any more right now :( but I hope I gave some sort of useful insight!

  • Very inspiring! Thanks for sharing this!

  • It would be a simple fix I reckon. Add a new event sheet called "Player Control", put your group in there, then wherever you need your "Player Control" group pasted, just include the event sheet instead of pasting the group. Don't you ever find yourself editing each group when you decide to update the Player Control events? Doing this method causes you to only have to edit the events once :P

    I used to come from a similar background of copypasting stuff like that, but trust me, once you adapt to this, you'll never want to go back!

  • Before the action "Set time scale to 1.0", put a "Wait 0" action. :)

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  • Well, say for example you're using the animation "Attack", in which, you have events prepared for damaging, such as;

    On Collisions Player + Enemy

    +Is "Attack" animation playing

    +Is Frame 5 playing

    • Do damage

    Then making "Cancelling" would be a breeze! Simply detect the jump ("Has Space key been pressed?", "On Jump" in platform behaviour), set animation to "Jump", thus cancelling the rest of the Attack animation!

  • The "bumped off construct server" thing happens a lot around here, I've grown used to it :P

    And well, you don't need to install any software for Dropbox, googledrive, ect. Signing up for one and using their web services, you can upload a file and get a link. (I use dropbox, you could sign up for that, login on their website, go into your "Public" folder, upload a file, then right click the file to get a "Public link".) :)

  • Maybe it's the web browser you are previewing in, trying to create the right-click menu. Try previewing in a different browser :P

  • Oh, I see what the problem is now! I tried the Alt code (Alt+013) for newline directly in the editor but that didn't work. I don't think this will really be rectifiable.

    If I had to give a piece of advice when working with large amounts of text, it would be to write it all in a .txt and load it into the "Files" section of your project and call on it when you need to read text (I haven't really done this before, but Ashley has advised it on people before when handling text)

    Either that, or have a ' Start Of Layout> Set Variable 1 to "firstline"&newline&"secondline" '.

    Hope I was of help!