Psynaptik's Forum Posts

  • Yeah, there have been a fair few people posting about this, and there doesn't seem to be much info available in the forums either.

    Is the Kongregate plugin useful/working and if so where can we get info/support for using it?

  • Would you not be better off using the pathfinding object now that you've got obstacles that you want the player to navigate?

    What's happening is that you're clicking a location the screen and just telling the player object to go there in a straight line. There is nothing in the logic to tell them to walk around the bed in your example.

    What you want to do here is use the pathfinding object and set the blue rectangle as an obstacle. Then Construct will guide the player round it for you.

    As it stands, you are clicking somewhere and the player moves towards that location. The bullet motion is blocked when it reaches the EDGE of your collision rectangle. However, when you click again the player's x/y is moved BEYOND the edges of that rectangle and can carry on moving. That's why you see that bug.

    Hope that helps.

    By the way, that place where the file came from is well dodgy - PLEASE PLEASE PLEASE use a Dropbox or Google Drive account or similar to post files in the future. I now have to go and spyware scan etc. my computer because it installed loads of crap (not cool!).

  • Could I ask how you're going to handle the conversations and the conversation trees?

    This looks fantastic by the way - with the portability of Construct2 you should be able to get a lot of people playing this when you're done!

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  • Thanks for the responses people.

    I'm not using much webGl and my computer isn't that old, so I didn't think it was that.

    As for add-ons in Chrome - no, no recent ones and none updated recently either from what I would see.

    For, for posterity, funny thing is when I put the power cable back into my laptop, it all proceeded to speed along like before again! So the problem was running off the battery rather than the direct power. Strange. I just hope it doesn't turn up in the final game - Ludum Dare 28 here and I've only got 4 hours to go!

    Thanks again for your time!

  • A game I've been building has been running very smoothly in Chrome for the past 2 days.

    All of a sudden the preview has started to be quite choppy with a low frame rate.

    I ran in debug mode and it says that I'm getting over 45fps, but that's not what I'm seeing on screen.

    Is this a Chrome problem, or a 'my programming' problem? I've got very few objects in the level and a couple of webgl effects applied to layers.

  • Dude - using the colored tile background has helped immensely! Thanks!

    But I wonder why it wouldn't work if I applied it to a layer? Should it have done and I implemented it wrong?

    Regardless, this is a big help for me getting my #LD28 entry done today! Cheers!

  • Hey LittleStain, cheers for helping out.

    Yeah, I've looked at the color effect but I've got no idea how to use it and I can't find any documentation on it either. Where I can I look for this? I can't find it in the manual sections...

    Same goes for the other effects as well and I can't find a forum post with details for them etc.

  • All I've found in the forums are plugins for Construct Classic, but of course I'm using Construct2, and I've found several posts saying these are not compatible (and I've tried myself - just in case!).

    Apart from stretching a coloured rectangle across the whole area (which darkens the picture), I'm out of ideas...

  • HI there,

    I've got a load of sprites etc. all drawn with shades of grey. I want to add different shades of colour for each level (e.g. blue shades for level 1, red shades for level 2 etc.), but can't work out how to do this.

    I was hoping that I could just add an effect to a layer on top, and then this would affect layers underneath (kind of how layers in photoshop work), but I can't get it to work.

    The color effect seems to just plonk a massive rectangle of colour there, and I'm not sure how to use it so that it only colours sprites with alpha.

    How can I do this? Thanks in advance.

  • I love the theme! Not so sure about my game now though...!

  • How can I change the angle of a sprite without changing it's pre-existing image.

    e.g. you've drawn a slope and want something moving to align to that slope, so all you want to change is the internal angle value of the sprite but keep the image the same.

    When I go to change the angle, the image rotates (as you might expect). Any way so that the image stays the same regardless of angle?

  • > BTW, Gemini Rue only got released in iOS because it was totally reprogrammed from the ground up - nothing to do with AGS itself really, although the open sourcing obviously helped!

    This is wrong. Gemini Rue uses the iOS port of the AGS engine; it wasn't remade from scratch. There are some details about changes made for tablets in capsulecomputers.com.au/2013/03/interview-with-david-and-janet-from-wadjet-eye-games Many of these things would be done on the game level, not the engine level. And Janet Gilbert says:

    > The engine-level technical challenges were mostly handled by the AGS porting team ? so a big thank-you to everyone on that team, especially JJS (Jochen Schleu) who fixed so many tricky bugs in the engine for me!

    A lot of games work well in the Linux and Mac ports already. Obviously it's more work to adapt a game for mobile platforms (like making the hotspots larger or reworking the combat in GR for tablets).

    Okay, so I didn't make that very clear. What I was really getting at was that iOS and Android publishing with AGS is only possible with a lot of programming work and engine hackery. Their primary focus is simply running the AGS engine on these platforms, so a long way to go towards publishing.

    In my mind, this is the biggest problem with AGS (that and the lack of support for 2 screens!). In this day and age, I find it difficult to begin engaging with a system/engine that doesn't publish to multiple platforms. But you can always have hope for AGS!

  • I started using C2 because I'm learning Unity but needed a break from learning C# every once in a while. Plus, at my stage, I wanted something to knock out prototypes quicker than I can in Unity (at my skill level anyway).

    I've used MMF2 a fair amount and I hate it now. My main gripe is the minute you want to publish to something other than Windows you lose about 80% of the functionality of the program (most objects/classes don't work with the iOS, Flash or Android plugins), plus it's expensive. What other people have said about C2 being what MMF3 should have been is about right.

    I prefere C2 to GMS for the time being, if only for cost.

    The one thing missing from C2 and MMF2 is that I can't think of any major games that have been made with them. GM and GMS has a few - people have mentioned Spelunky already, but you're forgetting Hotline Miami and (presumably) the upcoming sequel is made with an OLD version of GM!

    With the new 2D features in Unity, it will be impossible to beat it for functionality, but for getting things done quickly, C2 is pretty cool.

  • Hey Sushin, cheers for replying.

    I've been using the velocity property, but there seems to be lots of things to get right, such as going up slopes properly, not flying off slopes at the top etc. which are hard to get right.

    You can see how far I've got here:

    dl.dropboxusercontent.com/u/16226125/ConstructExamples/Phys_Platform.capx

    Any suggestions on how to improve?

  • I would also like to know the answer to exactly this.

    Does anyone have any ideas as to which method is best, and how to iron out the problems with each?

    I've tried all of them, but haven't been able to get round the problems - especially with the physics one (no.2)