jayderyu's Forum Posts

  • OMG that's so elegant :D. I want to make an iso action rpg now :D

  • Really cool game :)

  • There was somekind of change a number of iterations ago that newly created objects can't be manipulated in the same tick. I'm not sure how entirely true this is as I have managed to with immediately created objects, but it should be considered when doing design work.

  • My question is why are you changing the system time scale? and do you need to judge your time differnce as you are?

    I suggest using something like this.

    dl.dropbox.com/u/14087254/wierdtimebug.capx

    also keep in mind when you have a constantly incrementing value try to compare with <= or >= not just =.

  • As a thought. Couldn't you make the backgrounds a little large then manually stop the camera range. As I would understand you still don't want to scroll past your solar system later.

    Another alternative is to break your backgrounds and then move them once one goes off screen to the otherside creating an unlimeted background.

  • Hey thanks. it`s great. some serious qaulity for a one man operation who is down on his fortune. Has this game made any money yet?

  • > Ahoy ! You forgot to put a range in your script

    > You see , set all the random(1024) to random(0,1024) !

    > Or I'll only spawn in 1024,1024Is that any different from what I said? Not to sound mean, but it's a serious question. :)

    Random require a min value and a max value. So yes it is different than what you said.

    random(0, 1024) will produce a number between 0 and 1023

    random(1024) will produce a number of 1024

    what your saying is set X to random(width), random(height). which will not solve the problem of items being placed in only one location

    random(0, width)

    random(0, height)

    You can also do a "repeat x" loop. So you don't need to create numerous "create tree" actions.

  • Alright so the core of one of my games is coming to the finish point :D

    So I thought I would test it out on Cocoonjs before some serious polish. On IOS 5 ipod touch, Woot fantastic. smooth 55+ fps often at 60fps. Compared to the 15fps in the browser.

    The problem seems to be on Android cocoonjs launcher where the game runs at 0 to 10fps, often has hiccups and at certain points is 0fps. When the game play runs it's usually about 5 to 15. Which is comparable to the android browsers.

    Now it could be cocoonjs, but more than likely i'm doing something wrong and it's causing a problem. Is there anything I could be doing that would cause a major speed problems? This is in light of course that one of the cocoonjs demo on physics runs really really nice.

    CAPX: dl.dropbox.com/u/14087254/currentis.capx

    Cocoonjs export: dl.dropbox.com/u/14087254/currentis.zip

  • If your going this route I would suggest

    Canvas plugin

    Use Spriter/SCML container for onion skinning

    When drawing the character segment the drawing into boxes

  • Families

    Put an invisible box over each player. Have collision boxes at the point of attack areas.

    then check collision on families and use an owner value as to not cause self attacks :D

  • WebStorage local should save your data even with a global rest. However, Session webstorage does not.

  • Thanks for the tip :) Will be of use in a month :)

  • There is a difference between a caproj(project folder, which sums up files in directories) and a CAPX(a zipped single package of the project).

    Dropbox as your using it won't make use of a caproj. Please save as an CAPX. Now I renamed the capx.backup1, but that could be old.

    ok looking over your program. What is wrong with it?

    Also I think your refering to

    "Platform on Floor" which is true when your object is standing on the floor.

    "Platform Landed" is an event triggered upon the platform landing after being in the air.

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  • Well yes you can. However you would be needing to manually determine movement controls yourself. You can use on collision and then set your movement back a little so that you can't move on blue or a sensor sprite to just stop moving forward.

    Unless your doing somekind of inversion of colour movement I see this as just complicating your work.

  • oh well. that's just awesome :)