jobel's Forum Posts

  • Loki2020

    I know this is an older post, but just wondering what resolution are you using for your game? and is there action going on,on top of these background images?

    I'm trying to do 1920x1080 backgrounds for a space action shooter. And when my backgrounds are png or jpg, it slows the framerate considerably.. I get about 46fps and it's visible in the action. All sprite movement seems to pause for a nano second or 2 making it look jumpy.

    when I export the game to run on Mac OSX or Windows it's fine and there's no framerate issue. But my tests are all in dropbox, so maybe that could be the issue? But I wasn't having this problem until I upped the resolution (from 1280x720) and added new background images.

    any suggestions would be helpful!

  • Colludium

    actually I just updated to 151 and looked at it. (I'll rollback to 146 later)

    Thanks! that's pretty much what I was talking about. Although I'd slow it down a bit. I'm making a semi continuous beam (I'll build in an overheat) and then when released I will decrease the width. So it looks like a continuous beam was cut off, not just stopped.

    I like the LaserBolt2 sprite.. did you make it? it's perfect.

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  • I'm not using the beta release, I'm on r146.. does C2 let you save the project as an earlier version? I'd love to see it.

  • yes I'll post the capx here..

    thanks!

  • right.. so the targets are moving.. and if the beam is say 100 in length.. it can hit a target and start to shrink the width of the beam (as if absorbing it) but then if the target moves the new beam length would continue in a straigt path off screen to be destroyed..

    cool thanks.. testing that out.

  • Hi all,

    I'm making a space shooter and I'm wondering if anyone has any ideas about creating a laser beam, not a continuous beam, but more like a very long laser bolt. As the bolt hits an object, the object would absorb the energy bolt. You'd see the bolt disappear behind it (absorbing its damage)..as if it were a line moving off screen.

    I was thinking to maybe expand the width of the sprite as it leaves the player's weapon. Then on collision, to start shrinking the width, but it's not really working.

    I'll post a capx soon, just looking for ideas...

    Thanks!

  • I'm on 139.. I've been meaning to update.. just haven't gotten around to it... just like I didn't get around to clicking the save button for 3 hours! grr so mad at myself! nothing worse than that "REPORT TO MICROSOFT? "DONT SEND" screen when you know you forgot to save....

  • autosave is a must... just lost 3 hours of work.. because of a crash (loading a sprite sheet, closing then trying to rename the sprite)

  • looking how to do something like this myself.

    I have experimented with putting a sprite (ticker item) inside a box (another sprite).. then give the ticker item bullet and wrap, but it doesn't seem like you can make something wrap other than the layout or the viewport. So I tried making my own "wrap" functionality which works fine except I need to figure out how to make the sprites stay the same distance apart, which is not easy!

  • If your game is scifi and you need an interesting story or concept, my brother has a blog at scifiideas.com which often posts great ideas and concepts.

    great site! thanks!

  • yeah I figured..thanks again!

  • excellent.. I'm still working out the math and how you actually did this... thanks for helping out, would never have got to that on my own! (I really need to brush up on some math!)

    all those actions probably need to be modified for use with dt right?

  • Excal yeah, it is VERY complicated.. I'm having some trouble.

    There seems to be more than 1 way to do it. Or at least more than 1 way to attempt to do it...(as I have not been successful yet)

    I am only having 1 AIship to battle, so I am trying some "evasive" patterns with the AIship. It's proving difficult especially on collision with the player... it get's jittery causing mulitple collisions. I've built in some work-arounds, but it's not easy!