Rayek's Forum Posts

  • I found a simple workaround: open the generated javascript file, and use the editor's find function to look for the object definition's image name to replace (name of image in images folder). Scale down the image, and replace the original. Then replace the width and height values with new ones.

    Full sprite sheets take more effort.

    This method only works well for sprite objects with just one single frame, or perhaps a couple of frames. A larger spritesheet would take more work - though someone could potentially write a small utility to scour the source code for sprite objects, and change the values accordingly in one go. Luckily enough image points are set in percentages, and not absolutely.

  • Well, I succeeded in building a simple test project, and running it on the iPad. Much rejoicing!

    Next, I am going to test if I can get my full game running. Fingers crossed!

  • Yes, I did turn off minify. It does compile in xcode.

    To clarify this statement: yes, I already turned off minify before compiling the project.

    Still a black screen after the logo.

    Any tips?

  • I finally got Xcode running, got a Apple dev id, and my game compiles, and loads up on the ipad.

    Problem: aside from the ejecta logo, nothing seems to happen. Any suggestions? It runs in Cocoonjs.

    [edit] sometimes after logo things go black. Then nothing.

  • Last week I finished work on a Construct mobile game: a horizontal scrolling shooter with a bit of a twist.

    During my testing, and after some heavy optimizations, the first level (out of 4) ran at a healthy ~50fps on Cocoonjs 1.3.

    Sooooo... I installed the newest v1.4 on the iPad, and expected somewhat better or equal performance.

    Only to be shocked to discover that first level now runs at a dismal ~17fps, and plays like a snail running through mud.

    The game was supposed to be put up on iTunes this week - I do not see that happening now. It just runs way too slow.

    I am now going to test with Ejecta, and see if that will improve matters. As it stands, Cocoonjs is a complete bust for me. Client is not that happy atm...

    Any suggestions or ideas about why performance might be affected that bad?

  • Thanks Ashley: I actually HAD applied a layer effect (HSL), which I had completely forgotten about. I've been working on this project for months now in my free time.

    It's now fixed.

  • Not using Photoshop, but Photoline. And with color management turned off there is no real difference in Construct, but for a slight colour change.

  • Very strange issue. For some reason or other the colours in my graphics change AND they seem partly corrupted. It looks as if some sort of compression is applied to the graphics in the editor and while playing. And why would the colours change like that? Not using any blend effects: just plain old image.

    The png's look fine in the built-in editor or in external applications.

    And yes, newest graphics drivers (catalyst 3.4) are installed.

    Please check this image:

    <img src="http://www.estructor.biz/testje/bug.jpg" border="0" />

    My system: Win7 64bit - i7 920@3.6Ghz, p6t Deluxe v1, 48gb (6x8gb RipjawsX), ATI 7970 3gb (connected to screens), EVGA 590 3GB (for gpu CUDA), Revodrive X2 240gb, e-mu 1820. Screens: 2 x Samsung s27a850ds 2560x1440, HP 1920x1200 in portrait mode

  • Just checking, because I do not think it is possible in Construct yet. However, the current game I am working on uses too much memory for mobile. A simple solution is to replace the current sprites with lower resolution ones. However, Construct does not keep the original's relative scale, and scales it down.

    It would be great to have an option that we could replace assets with lower or higher resolution versions, and all the instances in our project would update without changing the relative scale.

    For example, suppose I change a sprite to a 50% version. Construct would then automatically calculate that all instances used are relatively scaled up by that value, no matter their actual size in the layout.

  • try this: open your project file in a text editor and change the version back to the older official supported one. Then open in the older verion, and export to cocoonjs.

    May or may not work.

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  • Sigh, never mind! I did not notice a second variable check that negated everything I tried. Really tired now - will sleep! ;-)

  • This is probably very easy to do in Construct 2, but I just cannot figure it out, and I have been searching the manual and forum for two hours now.

    I have a family with enemies. Each family member contains two animations called "statusAnim", and "scoreAnim".

    Now, I would like to control the statusAnim animation through the family (many members). So on a collision with a bullet, how would I set the statusAnim or scoreAnim to a specific frame? And how would I check which frame either animations are in?

  • I've been struggling for hours to try to get the player character (plane) with a bullet behaviour to move towards a target. But it did not work properly: the angle was much to shallow, and it would miss the target by a wide margin.

    And it worked consistently with a smaller demo I tested the behaviour in.

    After all the debugging, testing, etc, it suddenly struck me: that particular game level is 48000px wide, and the target and player character were on different layers, with different parallax settings.

    ... <img src="smileys/smiley11.gif" border="0" align="middle" />

    I knew this was going to be a bad day to work on the game when I stepped out of bed this morning. I should have enjoyed the sunny Easter weather here in Vancouver.

    Moral of the story: do not try to use the set bullet angle of motion on two different parallax layers. It will not work as expected.

    Sigh. Happy Easter, everyone.

  • Thank you very much, ROjOHound! Exactly what I'm looking for. Great setup.

  • I am designing a connect-type puzzle game, and the one thing I am having trouble with is coming up with a simple method to connect boxes with a line and arrow - with automatic connections when the boxes are moved.

    A bit like this:

    <img src="http://i48.tinypic.com/sfxkdw.jpg" border="0" />

    The player would have to be able to simply drag connections between boxes by dragging the arrow head on top of another box. And moving a box would automatically re-draw the existing connections, no matter where it is placed. Connecting/disconnecting would fire up an event.

    I initially thought about applying the path finder behaviour, but that seems a bit overkill. There must be a simpler way in Construct, though I need some help uncovering it.

    Any suggestions?