poisonpage's Forum Posts

  • This seems to be a bigger issue, because you should have more visible actions at this point regardless of having the flash behaviour or not. What version of Construct 2 are you running? And I'm assuming that 'Player' is just a Sprite object and nothing out of the ordinary?

  • If it's a physics object it'll have a couple of built-in variables that are useful , VelocityX and VelocityY. If you can get these to decelerate properly, you can have a trigger that is checking if the pistol has been fired but the VelocityX is below a threshold, then use the action "Physics: Object settings Set immovable". If the velocity checking is not a route you'd like to go you can have it check a threshold distance from your mouse pointer (Mouse.X/Mouse.AbsoluteX) and use that to trigger the physics object immovable. Good luck!

    Paul

  • Set gravity to -200 instead of 200? Haven't tested, seems to me it would work :)

    Yes! you are correct, just setting the object's world gravity to a negative number will work. To make this streamlined, the action within the event causing the gravity to change just needs to be this "On Gravity Change > Action > Object/Sprite > Set World Gravity to "worldgravityVariable * -1". This will toggle it's gravity every time this event is triggered from a positive number to a negative and so on.

    Paul

  • You could use a triggered event when another obstacle enters the view. In your object placement event have a sub event check for pathfinding objects within a specified radius ("find nearest/farthest" or conditional "distance(obstacle.x,obstacle.y,pathfinder.x,pathfinder.y) <= specified radius" ), then the action could be "Object>Pathfinding:Movement>Stop". This will (should!) stop any specified objects currently running along a path to become halted. Good luck!

    Paul

  • Do you have a .capx you can upload? I'd say given the fact that's it's older technology, and maybe you're not using an accelerator, are you running it in local preview or Safari browser, or are you compiling it to CocoonJS? I'd say 512x512 isn't bad, but that may be very taxing on that model. Did you add new events/actions that could be inadvertently slowing the process down?

  • The flash behaviour is a triggered event, it is technically 'active' from run-time but you will trigger flash within an action. You could use "On collision with another object" and within that event add the action in the sprite called "flash". This gives you a few parameters to customize the appearance of the flash.

  • You could use a triggered event with a second global variable, so on the ending collision event you'd use "System>Variables>Set Value" and it'd look something like "2nd variable = 1st variable". Your second variable isn't counting down as it was triggered once. There's a much better way of doing this though. You can set up a function that will decrement the main score as long as you are in a 'play' state. When you collide and finish the level, change the state of your game to 'end', and since this will stop the score from decrementing, you can apply the score just from the one variable wherever you'd like (high scores table, text/dialog box, database, etc.) Good luck!

    Paul

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  • You can use a modulo operation. For example if your event loop is 1 to 32, use from 0 to 31 and add a sub condition "if loopindex % 4 = 0". You won't need an extra variable in this case, saving on memory and processing!

  • Hey everyone!

    I'm Paul White, I've been designing games on and off for 20 years. I started scripting using Hypercard in grade 4, that being my earliest programming experience. I am a musician, drum instructor for 8 years and a programmer.

    About a year ago, me and a few designer/artist friends started up Fireskies Studios to formally release our games and other media. I was programming strictly in Javascript, VB and some Unity 3D, and was adamant about using anything else, until my friend and teammate Brent Hamel convinced me to start using C2. We've released games for iOS and Android, and we will soon be releasing PC games built in C2.

    I want to be more involved in the Construct community as I believe I can learn a lot from the new technology of today but also to help others with tutorials and different programming concepts. I also find this community very friendly and energetic (and I have a general distaste for Flash!).

    I hope to get to know a lot of you! Visit our website and check out my BLOG from time to time!

    Paul White

    Fireskies Studios

  • Here's an early playable demo of the raycasting hybrid "3D" game our team is working on! If you press escape after focusing in the iframe you'll see a list of options to play around with level editing. Obviously made in C2!! Note: works best in Chrome, best WebGL support.

    http://www.fireskiesstudios.com/arcade/

    Paul White

    Fireskies Studios

  • <img src="https://dl.dropbox.com/u/32312199/pauls-raycasting-hybrid.jpg" border="0" />

    Hey everyone!

    Here's some stills of our new Pseudo 3D Raycasting game I've programmed! I made a faster algorithm than standard grid checking/pixel progressing so I've got much more overhead and can be effectively played in C2.

    It contains:

    -My own audio zones with panning and diffusion and stereo delay (closed-eye locating!), zones can overlap and trigger one-shot sfx or loops (I'm using the sound of white noise in front of tv displays)

    Note: This was built a week before the new audio updates, I haven't had a chance to look at the new audio fx that were just released

    -Dynamic lighting, when you launch a missile it'll light up the surrounding walls, lamps illuminate areas

    -Destructable terrain, teleport gun

    -Enemy pathfinding (the c2 plugin)

    -Extremely fast sprite/block layer checking

    -Jumping and crouching

    -Parallax and rotating background

    -Rotating sprites (36 frames, trees/rocks) and billboard sprites for symmetrical sprites (lamps/poles)

    -Made Oculus Rift ready (dual projection within screen, just need a pre-distortion shader then it's g2g, I had to put this in because my dev kit comes at the end of this month)

    -Translucent glass

    -Mirrors (this has been cpu intensive, still trying to make this quicker)

    I will post a video on our Fireskies Studios YouTube account, and website very soon! If you are interested in the game, we will be posting a survey soon with various themes to start the direction of our new game using this engine!

    Paul   <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Our team is having the same problem. Two of our games posted on FGL for review before the bidding process starts were denied on the grounds that it wasn't running on the newest OSX Mountain Lion with the newest Safari (HTML5 export).

    I'm not currently up to the same os version as that or Safari version, but I had some helpful insight from a developer on site. Here's some of the stack reports:

    0   com.apple.JavaScriptCore          0x0000000107a7da67 dfgConvertJSValueToBoolean + 119
    1   ???                               0x0000000109861000 0 + 4454748160
    2   com.apple.JavaScriptCore          0x00000001079aeec0 JSC::Interpreter::executeCall(JSC::ExecState*, JSC::JSObject*, JSC::CallType, JSC::CallData const&, JSC::JSValue, JSC::ArgList const&) + 912
    3   com.apple.JavaScriptCore          0x00000001079aeb24 JSC::call(JSC::ExecState*, JSC::JSValue, JSC::CallType, JSC::CallData const&, JSC::JSValue, JSC::ArgList const&) + 52
    4   com.apple.WebCore                 0x0000000108517b11 WebCore::JSCallbackData::invokeCallback(JSC::JSValue, JSC::MarkedArgumentBuffer&, bool*) + 593
    5   com.apple.WebCore                 0x00000001085d3c73 WebCore::JSRequestAnimationFrameCallback::handleEvent(unsigned long long) + 275
    6   com.apple.WebCore                 0x0000000108771feb WebCore::ScriptedAnimationController::serviceScriptedAnimations(unsigned long long) + 187
    7   com.apple.WebCore                 0x00000001082d704d WebCore::DisplayRefreshMonitor::notifyClients() + 93
    8   com.apple.JavaScriptCore          0x0000000107998dfa WTF::dispatchFunctionsFromMainThread() + 266
    

                

    We've both tested this in other versions of Safari and Chrome, in Windows and OSX with no luck in reproducing this. Maybe the above info could help, but I honestly think it's Safari being a chump.

    Paul

  • Awesome game! It's looks really polished too. I haven't found anything wrong with it as far as mechanics or anything. There is a typo on the achievements screen. When I complete the level I'm strangely reminded of Boards of Canada, nice job!

    By the way, do you/have you noticed any audio chopping in the Node Webkit executable? I'm not sure if it's my computer or the export....

  • Before I made it, I looked at what Ashley has implemented for built-in functionality. The 'Is Overlapping Object' is absolutely vital to this working, as is being able to calculate the anglediff.

  • Alright, I just made this yesterday so as a disclaimer it's in no way even close to being polished. I've yet to implement a bunch of things I want to refine, but here's the basic premise of what I made. I've know about raycasting for a long time but I've never built anything..the only thing I had to reference was the fisheye-distortion compensation right here.

    I'm going to rewrite some of the code because I can refine the processing but I've got to test away! Yeah I should use dithering instead of alpha transparency, it would sell the 8-bit look a bit (I'm trying to get away from the 8-bit look on this though!!)

    WASD and arrow keys strafe/rotate/move, q toggles double resolution, e toggles transparency multilayer processing and spacebar toggles the overhead map.

    Paul's Raycasting Demo (.capx)

    Enjoy!

    Paul White

    Fireskies Studios

    P.S. Brent Hamel, teammate, all around nice guy did the snake sprite for one of my games 'Dead Battle' (to be released hopefully sooner than later!) This pseudo 3d test was/is to be the Dead Battle 3D version!