Oos's Forum Posts

  • 13 posts
  • The download links on your site for this plugin down work, they link to dropbox files that are deleted.

    You can get the plugin from your plugin tool though.

  • Thanks R0j0, helpful as always. All my issues are fixed.

  • Pretty sure this version has no plugins:

    dl.dropboxusercontent.com/u/4044336/Game_NoPlugin.capx

    I use the csv for an array for cleaning up large numbers, but that version above should show the total money, if you buy 1 of the first building you will see it increases differently depending on frame rate.

    And thanks for stuff earlier, helped a lot.

  • For some reason debug mode lags for me, but it makes testing this easier.

    Normal preview is 60fps, adds +1 money per second.

    Debug preview is around 20fps, adds +1 money every 3 seconds roughly.

    Is the dt command supposed to be in a tick event? or separate.

  • i.imgur.com/pahoFYs.png

    That works, but when I go in debug mode and lower the frame rate, it seems affected by frame rate and I have no idea why,

    i.imgur.com/BuGddtM.png

    This is the same, works but affected by frame rate still.

  • Ah R0J0hound, thanks, the mouse thing was correct, was drawing them to a hud layer.

    Just fixing the time now, ty.

  • I've updated the download link to remove them. I just deleted the events/spritefont+ object, so I'm not 100% sure if that worked.

    dl.dropboxusercontent.com/u/4044336/Game_NoPlugins.capx

  • Hi there,

    I have an issue with a few things that are all related.

    I'm making an Incremental/Idle game to learn C2 along the way.

    The income is tied to tick rate, which is affected by framerate. It seems that deltatime is a better option, but there's not many tutorials and I'm still confused about where to put it.

    Currently income from one unit works like this:I think to use deltatime it needs to be something like ((Buy1Value*Buy1Stock)/60)/(dt*60), that works but is still effected by framerate.

    The /60 can be removed, it's just to update the income quickly.

    I've heard I can use Every x Seconds but that seemed to be affected by framerate too.

    Using a font and updating text every tick is lagging the game (and income).

    I'm trying to use a webfont but it isn't loading on people's browsers, only people who have the font locally.

    I've heard I should swap over to a sprite font, I've added one but not sure how to actually use it without replacing loads of text objects, will be a lot of work unless there's an easier way.

    Last thing is a small bug, I'm using Scroll To when user presses a button, when it changes the view, the mouse no longer created particles on click. Not a big thing but it's confusing me.

    Any help appreciated.

    Download of file:

    dl.dropboxusercontent.com/u/4044336/Game_NoPlugins.capx

    If you download the project file, my example picture of the income is in the Buy1 event group (which is building 1 within the game).

  • The file you linked was great until you try it from the top, you just get pushed through the wall instead.

    Gonna look at this other topic now, thanks.

    Just as a side note, how do I +rep people on here?

    edit: the other example is good too, but breaks when I add 8dir movement to the player. Also seems overly complicated for what I wanna do, I'll only be working with blocks, no slopes or circles.

    I'll keep messing around see if anything works, ty for your time.

  • Yeah custom movement seems like the better option for this. I've only just started with C2 but have used other software.

    Thanks for your helps LittleStain.

  • I've done this in Game Maker no problem, but that wasn't using 8 direction movement, was custom movement. So maybe I'll have to create something like that again.

    After your post I understand 8dir movement a bit better, I need to to be able to carry momentum.

    Thanks.

  • Ideally they just bounce off and you can still control them the whole time.

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  • The player object/sprite moves with 8 directional movement, I want the player to bounce off solid objects, similar to how the bullet movement can, but I can't work it out.

    Reversing the 8player movement works but isn't the right solution, the player should bounce off at an angle and keep its direction, not go back on itself.

    Download:

    dl.dropboxusercontent.com/u/4044336/ss.capx

    Any help appreciated, thanks.

  • 13 posts