Ragtime's Forum Posts

  • Hi!

    I'd like to change the visual of the particle effect according to the movement speed of an objet.

    High speed = higher rate and lower timeout -> the visual result is bigger and fits the speed feeling.

    My problem is that when I decrease the timout (since the speed is decreased itself), the particule generated before the speed decreasement are visually killed, they don't die "naturally" and... it's not very appealing.

    How would you do that smoothly? It is possible to let the "old" particules keep their own properties and die naturally while new particules with new properties are generated? (and will die with their current properties)

    Thanks :)

    Rag'

  • Hi!!

    I'd like to know if there was a simple way to spawn objects outside the viewport (with a layout much larger than this viewport).

    In other words, potentially everywhere BUT in the viewport.

    Thanks!

    Rag'

  • That's exactly what I was looking for :)

    Thanks both of you!!!

  • Thanks for your answer :)

    I tried your method, it's a clean way to display the arrow properly inside a fixed windows (I'll use it) but the initial problem seems to remain the same: it works only if the player stays inside the basic window but the scrolling makes a big mess of all of that :) :(

    (or maybe did I just missed something?)

    That's why I wanted to know if there was a method/function/something to convert the coordinates from a layer to another... It seems to be possible for the mouse but what about the objects?

    Je suppose it may be easier to find a solution, who knows?

    https://dl.dropbox.com/u/39121175/MegaWar_0.07.capx

    Thanks <img src="smileys/smiley12.gif" border="0" align="middle">

    Rag'

  • It could be the answer to my question (could it work with any type of objects?) but I don't know how to use the function in question <img src="smileys/smiley18.gif" border="0" align="middle">

    http://www.scirra.com/manual/28/layer/page-1

    Layer functions

    layer.canvasToLayerX(x)

    layer.canvasToLayerY(y)

    Convert from canvas coordinates to layer coordinates. Useful for converting e.g. mouse co-ordinates to layer co-ordinates. See Mouse for an example.

    Thanks <img src="smileys/smiley9.gif" border="0" align="middle">

  • Hi!

    I'm currently working on a survival shooting game roughly similar to gunbros or minigore, with enemy constanly generated and moving toward the player, inside a closed area larger than the window... (vertical and horizontal scrolling)

    What I'd like to do is an arrow for each enemy off-screen, like an indicator of the incoming danger... Something like that (you see the blue arrows?):

    <img src="http://static.shiftdelete.net/img/article_new/gunbros_honeycomb_haber11303122351.jpg" border="0" />

    My problem is that my enemies are on a layer with paralax while the arrows are on the GUI layer without parallax. They're not in the same "system of coordinates" and I don't know how to create a link between them.

    I'd like to know if there is a way to know the coordinates of an element from a layer but on another layer... a kind of conversion or something, giving the coordinate of an object in a specific layer). That would be awesome since I'd like to use this system not only for the enemies but also for bonuses and other things... A crucial element of the game, really.

    Thanks in advance for your help!

    Rag'

  • it would be so great <img src="smileys/smiley27.gif" border="0" align="middle" />

  • Hi,

    That's something I tried to get rid of, for a long time... Precisely, since I've decided to make a game involving physics.

    If some of you could have a quick look at this test demo, they will notice that sometimes, the balls are moving THROUGH the enemies, like if the collision was ignored.

    http://dl.dropbox.com/u/63083711/index.html (made with r80)

    I know, the collision problem occurs pretty rarely but as you can see, it occurs *asometimes*... and even if it's rare, I cannot let it unfixed, it can ruin some gameplay situations.

    Is this a known issue? (collision lacking of accuracy when physics are involved -and in scripted movement?-) For a game like mine, this is a pretty frustrating (almost discouraging) issue that I don't know how to fix by myself. I seriously don't know where the problem can come from. It should work...

    Two words and one emoticon: please help <img src="smileys/smiley19.gif" border="0" align="middle">

    Rag'

    PS: note that the ball and the enemies are not animated (the animated objets follow the physical objets).

  • Construct 2 exports -> HTML5

    Gamemaker Studio (Soon to be released) -> HTML5, EXE, iOS, Android

    Stencyl -> Flash, iOS, soon HTML5 and Android

    Multimedia Fusion -> EXE, iOS, Flash, Android, Symbian, Xbox360

    Seeing that, I realize how important this C2's weakness is.

    C2 is currently good enough to make professional-quality games, it's a really powerful and friendly-user software, but even if you've developed an amazing game, it will be really difficult to make it profitable.

    I'll finish my current game with C2 and I'll have a look at all the tool listed above.

    Construct is clearly a very good software (with an active community!) but the different exporters seem to be considered as "nice to have" features... Seriously, they are not. They are important features, I should say high-priority features considering the current quality of C2. If it wasn't able to make great games, I'd understand but we already can do the 2D games of our dreams with the current C2... Now we need to share them with the maximum audience!

    I could easily pay for social/in-app purchases modules, or iOS/android exporters... Actually, I'd like to!!

  • That's exactly what I was looking for, in order to make my game playable on every computer... <img src="smileys/smiley20.gif" border="0" align="middle" />

    Even if it's less smooth on a slow computer, it remains playable! (I've quickly tested and it seems to work)

    Does it impact the collisions accuracy?

  • Hi!

    By chance, I've heard about "delta-time and framerate". That's something totally new for me. 2-3 weeks ago, I posted a topic about performance and no one mentioned that.

    I suppose I should have to apply it manually on all my project. But before to do so, I'd like to know :

    Thanks to that, can I "force" a game to be fast on a slow computer (that makes the game run at 30fps), and will it look like if it was really running at 60fps??

    It would be too nice to be true, but I might have misunderstood... What are the disadvantages? Why isn't it a default feature?

    Rag'

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  • Interesting, even though it doesn't work with my game.

    Did someone succeed in using this tool?

  • I agree with Fimbul about the monetization. The lack of monetization features is one of the few weaknesses of this so wonderful game creation software.

  • Scirra should hire you <img src="smileys/smiley32.gif" border="0" align="middle" />

  • yumyum, dear pink bear... YOU'RE MY HERO!

    I didn't even know that the ForEach action existed and that's EXACTLY what I needed, as you said. It was a torture to identify a specific instance without this and...

    ... now it works like a charm!! THANK YOU!!! I'll apply this on different part of my project, in order to clean it <img src="smileys/smiley31.gif" border="0" align="middle" />