jeffige's Forum Posts

  • Wow...i actually understand now.

    Thanks oosyrag.

  • Thanks for the reply, but you explain a bit how to corelate that into animations?

    On my phone:

    39-48 fps

    65-89 cpu

    10,000 particles

    Ofcourse my game won't event come close to that many...particles.

  • In my topdown space game i'm gonna have:

    10-15 spaceships with thrustes.

    2-3 animated electric gates

    Animated vortexes

    An animated mine that will be duplicated 30-50 times to mimic a mine field.

    All of that along with the players ship thrusters, lasers (bullets) for all on screen ships and small explosions each time a bullet hits a ship, plus larger explosions for when the ships health runs out and explodes.

    Will this be too much for the cpu to handle?

  • Nothing too detailed. Two should be in the 64x64px range. One should be 128x128px.

    Must be original. Top down. I have a certain look in mind. Pm for more details.

  • I have a background image that is 2048x2048. These are stars on a transparent background. I want to create a sort of boundary, like some free roaming games have - if you start to get close to the boundary you receive a - "turn back or die" warning.

    If i create this boundary as 1792x1600 but on a 2048x2048 canvas, will C2 and ultimately the processor of the desktop/mobile phone render it as 2048x2 or will it render as 1792x1600?

    Thinking about performance issues here. I know a power of 2 will render better/quicker than a non-power of 2. This is just for the background images not the sprites themselves.

    But thinking about sprites, would a 59x31px sprite render as 64x64? Or does it really matter with sprites?

    Thanks for any input.

  • I just tested different scenarios and got it to run. These are the sprite behaviors:

    FADE

    Active at start - No

    Fade in time - 1

    Wait time - 0

    Fade out time - 0

    Destroy on Fade out - No

    Fade2

    Active at start - No

    Fade in time - 0

    Wait time - 0

    Fade out time - 1

    Destroy on Fade out - No

    And these are the actions:

    Sprite 1 - Fade2 > Start Fade

    System - Wait > 2 seconds

    Sprite 1 - Fade > Start Fade

    System - Wait > 2 seconds

    Sprite 1 - Fade2 > Start Fade

    Sprite 1 > On Fade2 finished > Set Position - X > 640, Y 250

    System - Wait > 2 seconds

    Sprite 1 - Fade > Start Fade

    After the 1st Fade triggers - the Fade would not execute a second time - a Restart Fade must trigger to reset the Fade behavior. Which again, i think is weird since the Fade2 behavior does not need a restart, even if the fade in has 0 and therefore has not executed.

    So, these are the NEW Actions:

    Sprite 1 - Fade2 > Start Fade

    System - Wait > 2 seconds

    Sprite 1 - Fade > Start Fade

    System - Wait > 2 seconds

    Sprite 1 - Fade2 > Start Fade

    Sprite 1 > On Fade2 finished > Set Position - X > 640, Y 250

    System - Wait > 2 seconds

    Sprite 1 - Fade > Restart fade.

    This works without any problems.

  • Yes, it seems like C2 waits for the 'Fade Out' to run even if the Wait and Fade Out timer's are set to 0. I would think if it's set to 0 that says "hey, don't do this" cause there is nothing here, reset instead, just do that and reset. But i guess there is no trigger to reset the behavior.

    It seems weird that on a second Fade Behavior with 'fade in' and 'wait' set to 0, the 'fade out' would do the same thing - wait for the 'fade in' part to run and finish before continuing on to execute the 'fade out' part.

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  • I have an object with 2 different Fades - Fade only has Fade In, Fade2 only has Fade out. Neither have destroy on Fade out.

    The object is already created and visible on the layout, but there are doors that cover it so the user can not actually see it. On Start of layout the Fade2 runs (Fade Out).

    The doors open and the Fade runs (Fade In). After some user input the doors start to close and the Fade2 runs again (Fade Out).

    So far, so good.

    The object moves to a different X/Y position. The doors open. The Fade 'should' run again here, but it doesn't. The object won't fade in again. I have ran the debug mode and i can tell the object is in the new position, but it's getting hung up on the Fade in.

    In Debug Mode

    On Start of Layout on the Fade2 (Fade Out) it says "Stage" - Fade Out > Done.

    The doors open and the Fade (Fade In) says "Stage - Fade In > fade out. I don't know why it wouldn't go to done after fade in.

    User input and the doors close. Fade2 runs, "Stage" says fade-out > done.

    Doors open a second time and the object is in the new position, "Stage" hangs on fade in

    I have looked over my code and everything seems fine. If i disable the Fade2 the second time it runs, of course because the object doesn't fade out, the object moves and stays visible. But the debug mode still says Fade Out in the "Stage" box.

    This is boggling my mind. I've tried reversing the fades - switching the fade in/out on both fades and in the code. I've tried giving them different triggers. The outcome is still the same.

    Any help with this problem is greatly appreciated.

  • Just sent an email.

    Thanks brother.

  • No. You create the spritefont in an image editor, like you would a spritesheet. Each font character being aligned on a grid. Then import that using the spritefont plugin.

    From the manual:

    https://www.scirra.com/manual/166/sprite-font

  • I figured it out. Took several events/actions but it's working nicely now.

  • When previewing my game on desktop everything is fine. When i preview it on mobile, the textbox scales down and either 1 of 2 things happen: the font is incredibly small or it stays the same size as the desktop, which makes it useless on mobile.

    I've tried many different actions. Followed the few examples and tutorials that are available. But nothing works.

    I am using css style for the box:

    and i've messed around and changed settings, actions, many things, still nothing.

    Any help is greatly appreciated.

  • Hey brother

    What do you consider "small tasks"?

    I need help with implementing some logic on 4 or 5 different things.

  • I've used something like this:

    https://www.scirra.com/forum/360-aiming-with-a-gamepad-using-the-right-stick_t87397

    Pay attention to the 9th post.

  • Thank you oosyrag.

    You are awesome.

    I didn't use the 'Else' since i disable the Group 'Touch Save' on start up. Works perfectly. Thank you for your patience and helping me with this.