LittleStain's Forum Posts

  • should be something relatively easy as:

    when player is on conveyerbelt - player set x: player.x+1

  • Could you eleborate?

    what does mouse sensitivity mean?

  • Instead of using

    replace:

    touch is touching thumbstickstick and touch is touching thumbstickstick2

    in the last events to:

    thumbstickstick is selected and thumbstickstick2 is selected

    that should take care of the drifting away..

  • Never mind..

  • the multitouch does work as I said..

    rotating however doesn´t, but the fact that the player is firing while moving means both touches are detected..

  • the multitouch works for me here..

    exported from this one..

  • Could you tell me what device are you testing it on?

  • Couldn't you use Ajax from within Construct2 for that..

    have it "talk to" a php which calls the javascriptfunction, or something like that?

  • Do you have the capx, or would you like to mess around in the javascript exported?

    Construct2 doesn't export an easily readable javascript, for obvious reasons..

  • Probably a picking problem where you are not being specific about which enemies should be affected by your action..

    Are you using a system compare two values for this?

    Easiest way to get around the issue is adding a system for each condition

    system for each enemy

    enemy check conditions

    • enemy set action
  • Could you please explain what would be the difference?

    Remember that only one layout is active at the same time (only one is visible as well), so any changes made to another layout will have to occur through events..

    In my example, on event sheet one you are telling the program where to create the object on layout 2..

    on the eventsheet connected to layout 2, you are doing the creation itself, based on what happened in layout 1..

    If you'd like it all to happen from the same eventsheet just connect eventsheet one to layout two also and only call the create function if on layout 2 (though I don't see what good that would do you)..

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  • Turning of collision on the sprites that don't need it solves the issue for now..

    I would however think about cropping your sprites to get rid of unneeded transparent pixels and look into the tiledbackground object for repetitive images..

    For the grass I would use 9patch, it saves a lot of work placing your tiles, as does using the tilemap for creation-purposes only..

  • To get rid of the rough edges turn off pixel rounding and set sampling to linear in project properties..

    You are going to have to make a choice though..

    A beautiful pixel-perfect game or a game that is actually playable..

    Nobody is going to notice a bit of stretching of sprites in the background and it could save a lot of memory..

    Turning of collision does help a great deal..

    Using the tilemap works too, although you should decide later if the effect is nice-looking enough, else you could always create the sprites again at the tilemap positions.. (Creating the layout using tilemap is much quicker)

    Be sure to use tiledbackground and/or 9patch as much as possible, for it reduces image memory a lot too..

    If the game runs smoothly on a desktop, it will run smoothly on WiiU, so that's a good indicator..

  • Drastic performance increase on your capx..

    delete all animations going left (they are the same as going right, just mirrored) and set your sprite to mirrored if facing left..

    (Is 26 frames for walking really necessary?)

    Crop all sprites in the image editor - the origin point will stay where it was..

    The faded trees in the background will look just as good if the sprite size is much smaller and the sprite is scaled, if that's not what you want create a tiledbackground with one tree and stretch it..

    Almost all events on the hero-controlpage are done every tick, by creating subevents with conditions the amount of code Construct2 has to read can be drastically reduced..

    But your biggest problem are your sprites, too big, too many and all have collision activated..

    Although I'm trying to optimize, it takes a lot of time..

  • It does work, like I said..

    Example: