jojoe's Forum Posts

  • every time i run it locally to see how its doing... It asks do i want to open my webcam.. i hit share it... it shows it for about 1 minute... then fire fox crashes and sends a report to firefox...

    will this go away when I export or is this a sign of doom.

    Events:

    user media, on media request approved, user media, get media sources.

    touch, tap gesture, user media, request camera source 0

    touch, tap gesture, user media, request audio source 0 and route to audio tag "mic"

    For some people Firefox runs very poorly with HTML 5. For the best performance I use NW.js. Chrome comes in at the second fastest.

    Firefox , Edge and Explorer all totally suck for me though.

    The plugins have a lot to do with it. If you use the following disable them:

    Adblock Plus

    Element hider for adblock plus

    Firebug

    Unity plugin (the old 4.0 one)

    NoScript

    TorButton

    Download Helper

    You might notice a big performance boost after you kill them all off. Some people have absolutely no issues with it though.

    Best thing I have found is to just set the Default browser to Chrome, and I tell all of my game players that the game is not compatible with Firefox, Edge or Explorer. This has eliminated most of the performance complaints I have been getting from Kongregate players.

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  • There is some built in NO-overlap things with the 8-direction and platform behaviors IIRC. Just add the behavior, and see if they still overlap. I think they will try to push away from each other by default.

  • Speaking of GPU usage. Stacking alpha masked textures on top of each other and manipulating the opacity in real time also sucks up GPU and CPU power.

    Mine keeps the exact same opacity, and is only 2 sprites stacked on top of each other.

    I like how your can have the ability to spin the textures though. That adds a bit of realism that i can not achieve with my method.

    I like your price too. It is very reasonable for such a nice effect.

    Sorry for the filesize mixup vtrix

  • Use the effect Set color and adjust HSV... There is also a change tint. Play with the effects browser, and you will probably come up with something

  • Here is one with an animated sprite. Just put your sprites into the Shadow family and enable it by setting the instance variable Shadow to True. Leave the original set to false. Then Invert the Y axis, and make the height about half the original height.

    https://mega.nz/#!UIA1XBRA!MhmuMro-jTHD ... Vax9l5NZBk

  • You can pass commands to the CLI from Node Webkit. I think it is called Run application.

    https://www.scirra.com/manual/162/nwjs

  • I have a solution I am uploading now, Check your PM in about 5 minutes

  • In my opinion faking it the way I suggested would give better (and probably less gpu-intensive) results in your case..

    another way would be setting the shadows to a certain amount of opacity and using the Alpha threshold effect on the shadow layer..

    Hi LittleStain, great way to put it.

    One of the best "Rules of thumb" I have heard for Video game development is "Better to fake it than make it".

    Wossi

    An old trick we did with the blender game engine was to take the 3D model which was casting the shadow, replace the material with a flat black material, then Smash the model flat on the same normal as the light direction. Then flip and mirror the object to make an exact shadow.

    In Construct 2 you can do the same thing with the sprites, by duplicating the animated sprite, Use the Set Color to Black (0,0,0)

    Here I make a Jumpman with a fake shadow for you.

    https://mega.nz/#!VFY31A7Q!xroRHt6HoVp_ ... pw54D5LEV4

    I am doing it in real time, just for this example, you are going to want to do this shadow sprite in your image editor.

    Just Flip it , and smash it. You can also Skew it in your image editor, but I suggest not doing that. Anyway, enjoy your Lazy-Mans-Free shadow Hack!

    Have a good day <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I studied physics for 4 years mate, I know how to calculate velocity

    I already have 8 direction behavior so I can't use any others.

    The second answer i gave lets you know that the Physics behavior has the Velocity. You can get the speed from the 8 direction movement, but not the Velocity, it is speed in pixes per second IIRC.

    So to use the 8 Direction , and get the velocity, you are going to have to put your extensive physics training to work . First you will need to determine your scale though.

    Have a nice day

  • Well, I should say 2 games.

    http://store.steampowered.com/app/35450/

    Red Orchestra 2 is based on WW2 Europe, and Rising Storm is based in the pacific.

    The reason I say 2 games is because one is by Tripwire, and the other Tripwire bought from a Mod team. (Or they hired them i forget). The guns, and movement are really different, but core elements like the aiming mechanics are all the same.

    The artwork is AAA, and the combat makes you really feel like you are in a huge battle. They mix Ai with humans so you really get a massive combat feeling when you play it.

    The Team work is pretty much automatic, As soon as someone sees an opponent, they automatically cry out, just like in real life. No fumbling for Voice Com keys, no relying on lame team mates.

    It is not as fast paced as any arcade shooters like Call of Duty or Battlefield series. Bullets actually hurt! If you get shot, you are most likely going to die, so you really need to stick to the cover, and use the crouch-aiming mechanics for snap shots around corners. Running directly into the front line will get you shot almost instantly by a human player. This makes the combat have a much more real feeling to it. Battle field 4 and Call of duty make me feel like I am in some cheesy 1980's movie like Rambo. RO2 and Rising storm are much more realistic!

    Hope to see you guys in multiplayer, the community is still huge after all these years.

    Steam player Stats:

    1,714 online now

    1,758 peak today

    16,534 all-time peak

  • really nice! thank you for doing this!

  • You need more than 1 layer.

    The lamp and the shadows should be on the same layer IIRC:

    https://www.scirra.com/manual/178/shadow-light

    I dont use them very much, sorry my memory is hazy.

  • You need a shadow caster behavior on everything that needs a shadow cast.

    Watch the CPU power though when you add more lights and more stuff. It can really add up quick. Unity or U4E would be the best in this case.

    Construct has Dynamic lighting, and if used right it can look really good. But at this time I think the solution for you is to try something more engendered for the task of shadow casting,

    A few fake shadows here and there is fine, but be sure to watch the rendering overhead. Construct can do a lot of great things. Accurate, efficient shadow-casting is not one of them. For really nice shadows you will need something that takes the 3D nature of the object into account.

    TRy making your sprites with pre-rendered shadows is another solution I have found.

    Better to use a chainsaw to cut trees, and a table saw to make fine woodwork. Picking the right tool for the job is verry important, otherwise you are going to do lots of things to equal the features of the other engines.

    C2 makes great 2D games , faking 3D games it does ok.... but you will need to invest a lot more time into making our artwork.

    Look in the effect section there is a guy named Somebody that made a great shadow effect.

  • Haha! i thought you where trying to pin somehting to the layout layer. I re-read your post, and now it makes sense. Glad you found a solution. LittleStain is a nice guy, he helps lots of people.

    I wish I could have better reading comprehension, my English is really bad. Nice that you guys don't make fun of me. Sometimes I just totally miss things.

  • In physics, velocity, which is the rate of change of position (or speed in a particular direction), is a vector. Imagine that you just hit a ground ball on the baseball diamond and you’re running along the first-base line, or the s vector, 90 feet at a 45-degree angle to the positive x-axis. But as you run, it occurs to you to ask, “Will my velocity enable me to evade the first baseman?” A good question, because the ball is on its way from the shortstop.

    Whipping out your calculator, you figure that you need 3.0 seconds to reach first base from home plate; so what’s your velocity? To find your velocity, you quickly divide the s vector by the time it takes to reach first base

    This expression represents a displacement vector divided by a time, and time is just a scalar. The result must be a vector, too. And it is: velocity, or v:

    Your velocity is 30 feet/second at 45 degrees, and it’s a vector, v.

    Dividing a vector by a scalar gives you a vector with potentially different units and the same direction.

    In this case, you see that dividing a displacement vector, s, by a time gives you a velocity vector, v. It has the same magnitude as when you divided a distance by a time, but now you see a direction associated with it as well, because the displacement, s, is a vector.

    Or you can just use 8 direction Behavior and get the speed , I think platform behavior and car have it too. Physics objects let you check the velocity, and bullet lets you check speed in Pixels per second too.