Jayjay's Forum Posts

  • Anytime! Hope it helps

  • Anytime

  • I wanted to see first hand how that suggestion would work out and it seems to actually make it a bit more jerky than even default scrolling, but I added another mode of scrolling to this cap for you to try: https://dl.dropboxusercontent.com/u/471 ... olling.cap

    Keyboard 1 = Default (system) scrolling to Sprite.X and Sprite.Y

    Keyboard 2 = Rounded (scrolling to Round(Sprite.X) and Round(Sprite.Y))

    Keyboard 3 = Lerp

    Lerp is a command where you use Lerp(Start, End, Percent) to get a value that is a percentage between the start and end.

    Eg: Moving an object to 10% between an X position of 0 and 100, which is 10px, would be done by Sprite.X = Lerp(0, 10, 0.1) as 0.1 is 10%

    For the scrolling, we use Lerp(Scroll, Sprite, 0.1) in general to always scroll to 10% of the difference between the current Scroll (X or Y) and Sprite (X or Y). When the sprite slows down I sped up the % to make it less jerky. I would definitely recommend experimenting more with an accelerated camera though if you find directly following the object is laggy, maybe even one where the camera only follows the player after they are a certain number of pixels away from the center.

    Hope that helps!

  • Hmm, try doing this check instead:

    +Bullet IsOverlappingAtOffset (Bullet.X, Bullet.Y + scrollY) with EnemyFamily

    ->Subtract Bullet.Value('Damage') from EnemyFamily.Value('HP')

    The Bullet.X might need to have "+ scrollX", but it sounds like only the Y axis is locked on your layer. Overall I haven't tested this, but it sounds like it's having a problem getting the "world Y" that the bullet is supposed to be in, so this might be one way to convert it.

  • Maybe make a launcher that forces the screen resolution instead and then launches the game (eg: if widescreen scale down to a set 16:9 size, otherwise 4:3 1024x768) then when the game is closed it resets the screen size to default. Would this be a possible "Option 5" ? I've seen a few games that work this way, but it is pretty rare.

  • Sorry for a late reply work3, been pretty busy this past week. I might be able to make an example over the weekend though!

  • I'm mostly just guessing but odds are center view on me will scroll to your object position (which can be less than a whole pixel) even when in point filtering, so your option instead is the System action "Scroll To Position" and use System rounding of the positions for X and Y to scroll to.

  • You can try to round your scrolling to integer values if you are using events to scroll (don't use the "Center view on me" attribute).

  • Maybe a good method of blocking future spam is to automatically prevent (or delete) a comment/topic/post which uses non-English characters, as we do not support other languages of discussion on this site anyway. The users probably shouldn't get banned for that though since sometimes it might be an accident, banning would be a step later after analyzing the post they had made for spam.

  • Ah, make sure to destroy the bullet before the Wait 2 seconds action, otherwise it probably will trigger other events, and no problem! I am glad to help

  • Move all four of those outside of the For Each (so they are on the same level). In practice the easiest way is move all for at once (hold control to select multiple) above the For Each. And it should be fine if the box is solid yes

  • Ah, be sure to move the "On Collision" events out from underneath the For Each, that should make it trigger only once per bullet (then you can destroy the bullet), whereas if it's under the For Each it will run for every enemy before being destroyed.

    In the pink box case, change the Y value for "Set position to" from Zombie.Y to (Zombie.Y - Zombie.Height / 2)

    That should center it on the zombie

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  • Construct may not be good for really shitty devices but for all others you should be able to make even big games run at a stable 60fps and people saying otherwise are just inexperienced

    Or perhaps the game they are making is truly needing that extra % performance that can slip away from using HTML5, or a specific conflict between C2 and the third party wrapper that is out of the control of Scirra yet is also your only option for distributing your game.

    Ultimately, if you can keep your game at 60fps then odds are it will run perfectly fine. but 59fps and below will enter a realm of oddities. If you have WebGL access then on a GPU side you should be good, but any taxing games CPU-side will be difficult (eg: physics-heavy).

    If you find that your game doesn't quite run as well as it needs to then there is the positive aspect that HTML5 capabilities are ever-improving and in a few (more) years most devices should be able to run it alright

  • Awesome progress I would try first just destroying the bullets when they collide first before trying those other methods, but otherwise I think adding it to the container, then on start of layout (or when a zombie is created) you position the pink box to the center of the zombie and then pin it. Hope that helps too!

    Nice graphics by the way!

  • Frap1K Glad to see it's starting to take shape, nice looking game so far!

    But remember, any objects in a container can't be destroyed unless you are also okay with everything else in the container being destroyed too. Try changing it so that the objects you don't want anymore are "Set Visible" set to "Invisible" and disable collisions (don't know that one from memory though).

    Also, the healthbars being offset comes down to image hotspots, as the math for positioning the healtbar assumes it has a hotspot in its center.

    As for issue #2, try adding a variable to the zombie like "alive" and have it start as 1, then in event 41 add the condition to check if alive = 1. Then you can set alive to 0 in the actions for it so it never triggers again after the first trigger

    And anytime! I'm really glad to help