retrodude's Forum Posts

  • "This games content is rated for children of all ages to play." <---This part here has me wondering after I read the name of his game. So I have mixed thoughts about the title.. But it does look humorous, however I don't think parents would want their children playing a game about stroking their bananas.

  • > On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.  

    Thanks <font face="Arial, Helvetica, sans-serif">@jayderyu</font> .I've allready use few physics objects.as i said before my last game strains so much though it very simple.i dont understand reason of this.You can try how it strains from link below.

    https://play.google.com/store/apps/details?id=com.guero.fullmetal

    I cant use CJS because i use phonegap with eclipse to add some android Ad services.I believe CJS performance is better than phonegap. I still wait your help. Regards,

    One main issue I had when running games on phones was the sprite count, not the instances itself. So for example, I used way to many sprite objects on making a scenery, when I could have set 1 sprite to different animations and save on performance and ram for mobile devices.

    So what I did at the beginning was have seperate sprites for lamp, television, couch.

    But I then decided to set it to one sprite object called ornaments and set the ornament sprite to different animations, such as lamp,television, and couch. I did this for a couple of sprite objects and saved a ton of fps and ram especially on mobile devices, since some are fairly weak to begin with

  • ramones, thank god ! you understand me... it's work. Thank you, thank you.

    Still need help or did you get it working? I'm guessing you understand it now

  • Its possible by using the given effects in Construct 2 but in order to run those effects you would need webgl, so if your planning to do this for an iphone/android device then I dont recommend using the given effects since android/ios devices are still unsupported by webgl at the moment

  • Have you tried setting X to " viewportRight(0)/2 "? The "0" indicates the layer in which you placed the paddle or the ball.

    So it would look like this:

    Paddle > Set X to viewportRight(0) / 2

    Ball   > Set X to viewportRight(0) / 2

    Also try to go for the "greater than, or equal to sign". It looks kinda like this----> ">/"

  • yeah, that game looks like real 3D with low-res textures. No way to (sanely) do that at the moment.

    I thought as much, oh well I guess I'll look for another interesting way to make an rpg

  • I was wondering if its possible to imitate an effect similar to the camera 3d effect in pokemon black and white 2.

    I dont mean a direct 3d view of a building but some aspects that are visible as your "Player" is moving in specific directions.

    For example:

    When you move down the object stretchs, and when you move up the image kinda skews and stretchs.

    Or when you move left, the side view of the building disapears, so some kind of horizontal stretch?

    This camera perspective involves the right side of the building as the sides of the building disapear when the player reaches the top left of the building:

    As you move left or right the sides of the buildings become visible in a kinda skewed point of view.

    So I was wondering if anyone knew a way to accomplish something like this or whether its possible. I'm assuming that the actual game uses some kind of 3d engine, but maybe creating a simpler fake 3d effect we could imitate a similar effect.

    So if anyone has any logic or ideas, or examples there willing to share, then definetly give your input

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  • Did you try my capx?

    Sorry for the late reply, but your capx file gives me an error and says "cannot find object texture file "wall.png" in project texture folder"

  • As I mentioned before they have to be solid to act as a wall to block the player. So imagine dudes carrying shields pushing/shoving against the player. I did decided to place the solid on the player and leave the enemies with platform behavior with no solid. then whenever the player comes on collision with the enemy, vector x of the player is subtracted by nth value

    just give them platform behavior and then they wont fall though the solid "floor" piece.

    platform behavior works with solids, you dont need to have them set to solid behavior and they will not pass solids.

    Be sure to disable default controls, it the enemies.

  • I do appreciate the thought, but this wont solve my problem

    Hmh...i have an idea, although i dont know how to express it in a theoric way, as im new xD

    My idea would be to have 2 scenes, and a player character in each one, one pinned to the other one...

    then have one solid in one scene and the other one in the other one, this way they wouldnt collide, and if a player is above one of them, it wouldnt fall down...

    Hope this makes some sense, im a newbie, and im just trying to help a little, i dont know the exact commands to do this, im not even sure if you can have two scenes in the same layout, but...well, that would be my idea xD

  • I'll try the first method

    The only ways I could think of at the moment,would be to hold the y position of the objects while the pass is happening...

    or maybe on collision have both objects spawn dummy objects,destroy the originals...the dummies could pass each other,then once passed have the dummy objects recreate the originals.

    or maybe have the sprites switch x positions on impact and cover the "switch" with an animated sprite showing the "fake pass".

  • When I say to push the player back, I don't mean a knock-back effect

  • Well,solids are just that..."solid" and they cannot pass each other.

    you can disable the solid behavior when they collide,and once passed re enable....

    I did try that but the problem is that there is a platform below that is also solid, so when two solid enemies disable their "solid" state they both fall through the platform.

    I need it so that the enemy acts as a barricade to push the player back, but when the two enemies collide with each other they should turn off their solid state and pass through.

  • yes, they HAVE to be solid

    I suppose the first question is do your enemies really need to be solid?....

  • I have a family called enemies, with platform enemies in the family. These platform enemies have their solid behaviour enabled. Now, what I want to do is have these solid platform enemies to move past each other when they collide. In a sense I need the enemies to push against the player.

    The first thing I tryed was this:

    System>>>Event: FamilyEnemies on collision with FamilyEnemies

                        >>>>Action: FamilyEnemies set collisions disabled

    The problem with this is that I have a solid platform sprite underneath, and that when collisons are disabled, the enemies just fall down through the ground platform.

    The logic would be like this:

    --->>if FamilyEnemies collides with FamilyEnemies

        ----->>>then Family enemies pass through each other

    Does anyone know how I can do this? Help is appreciated