MultipleChoice's Forum Posts

  • @Everade [quote:160patav]can't compare x and y positions.

    Because x and y can be exactly the same on both floors.

    The 1st floor isn't that much higher that i could compare these values.

    Just put them on separate Layers for each floor, and add the condition "if xy position and on Layer (Floor) X". You can have many layers without performance issues, as long, as you don't have effects on them, obviously...

    You can then also just check, if Layer/Floor is identical, or which is above/below, so on... does this solve the problem?

    You can also just disable Solids and even collisions for every other Layer/Floor, saving a tons of problems and performance issues... Only, if the enemy has to check collisions on his own floor, can be a problem, but that can be solved different, e.g. path-finding behavior. Once set, no need for solids. Also you can register not solid objects to be obstacles.

  • Akillie Very difficult without the capx-file. Can you post it?

  • CaraCul Hi, you might want to check out this thread, very similar:

  • [quote:3kudvpvy]The thing we both missed is that I start my levels with 1 bullet off screen that is instantly destroyed. This means that before the player fires anything, we get -1 projectile, which means we have 0 projectiles when we still 1 ammo left which causes the game to restart as soon as we fire that last projectile, rather than when it's destroyed like we want.

    Yeah, I have overseen that

    Happy, it still helped!

  • That should work

  • Meaybe this has to do with the bit-depth and Hz. Wav files can be 48 kHZ (instead of the common most 44.1 kHz), 8, 16, 24 bit...

    What kind did you try to import? Does this happen to all your wave-files? or just some? Works everything fine for me ever since r167.

  • Set it extremely high?

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  • @TomCarter : Sorry, my bad, that's not for the use inside construct 2.

    As an apology, I tuned your capx-file, as simple, as I would do it.. Maybe this helps you more than just with this specific problem

  • marcel1980 : Yeah man, its so close to good, but I also always run in the end in a lot of restrictions. Its a good feeling though, when you manage to get rid of them No, seriously, you have to adapt your creativity..

    Basically all web-coding is like this. It's a wonder (browser wise that is) that it already works like that. All html/css/jqery/cocoonJs and even JavaScript itself is a big mess. Additionally, all systems have their limits, especially cross-platform.

    I think construct2 is a great pioneer pushing the limits and allowing people like me, who have no clue of coding, but perfectly capable of structured and logical thinking can get great stuff done... And hey, at least, if you achieved something, you might be one of the first! And the learning curve is extremely quick, if you get the drift.

    I have to disagree with the lack of documentation/information and the help. There is a lot of great stuff out there, even tons of YouTube tutorials... It is just sometimes hard to find what you need. But after all, we are here to help each other, right?

    Until now, I always came up with an acceptable solution - and I am picky

  • marcel1980 : If you need retro-style graphics with sharp pixel edges, it wont work without pixel rounding. I mean it will, but you will have pixels flashing through and ugly anti-aliasing. Also Tiled objects an 9-patches will look messy...

  • Hi marcel1980,

    you might face the same issue:

    Please post this also there!

    The platform behavior is shaky when set to rounded positions, like pixel rounding on. Do you have pixel rounding on? Ashley already wrote, there seem to be a rounding issue in construct 2 altogether. Since you scale in, it seems to cause the effect stronger. I also experience this, when scaling layers.

  • monsieurcobaye :

    You might be able to avoid overlapping e. g. if its two approximately round objects, by using distance, if its two boxes, by the coordinates combined with the sizes. Unnatural20 If you want to spare collision checking that is, which might be very much a reason to avoid that condition.

    So obviously, if you already check once for overlapping/collision, put it in there. If you can avoid that for performance, you should. Also note, that every time you repeat "if overlapping" or "on collision" the system actually tests each and every time. It is best to test every possible collision you need just once.

  • The oproblem is, that you say "when Bullet & Sprite are not on screen" but the problem is, they don't exist, so they are not not on the screen either <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    You need to test, if any object bullet and any object sprite exists, and if they both don't (and your Ammo is 0) then restart.

    https://www.scirra.com/manual/29/object-type

    SOL functions

    sol.hasObjects()

    Returns true if the object type has at least one instance and select_all is true, or if the SOL instances array is not empty and select_all is false, else false.

  • When does this occur? When turning the phone? or always? Surely like this and not in the middle of the screen? it seems like a Photoshop picture, is it really accurate?