saiyadjin's Forum Posts

  • we know that. but my game is approx 72MB atm - loader layout has 1 image that is 200KB. explain to me why do i see C2 loader until all 70MB is downloaded ? will ya? pls?

  • you can optimize PNGs with pngoo tool. try it. gives result. no image quality loss.

  • no, no, no. No external elements.

    here's your solution - if you have a window / layout size - first what you have to add is your chatbox. Once done add the rest of the game on the rest of the space that you have in your window /layout size. then make event that will keep chatbox always there where you need it, with setting x and y. If you use layers only the top items are rendered, so i think that you're not really rendering your game under your chatbox unless it's transparent.

  • same happens to me too. and noone is willing to answer for this horrible crime!

    Ashley ?? Help us? Answer us? We love you..

  • you provided too little info.

    do you need that to be fired off constantly in that fashion? 3-4 spears each with 0.5 sec diff, then 1.5 sec pause and repeat forever?

    or do you need that to happen once? (6-8 spears all together)?

    also mordiaky gave you a nice solution to throw5 infinitely. if you want to cancel it, add another variable name it "number of throws", set to 0, and increase every time throw5=4. also add subevent that will fire off and cancel further firing. you should put that in a group and disable it.

  • when you say it doesn't work - what exactly doesn't work?

    plus it's not the same when you have an event that has 3 subevents - that fire when main event runs and

    3 events that run one by another each with it's own subevent. so there is your problem. not understanding how event sheet works.

    also from guide - "Events run top to bottom

    The order of events is important. Every event is checked once per tick (about 60 times a second on most computers), and they are run from top to bottom in the event sheet. "

    also - what spongehammer told you.

  • there, alextro gave you a solution. When you're checking for collision it uses these poligons (polygon from your character vs polygon of your object of collision) to check if they have touched. if you use the one from upper picture, you can see it's polygon is not really as character is. so best to do to avoid simple mistakes is to use bounding box as shown on picture 2. later you can change that for better approximation around your char, but you have to do then pixel perfect collisions and more.

    best you can do to try for now - use bounding box both on your player, and your object of collision - yes they both need to have good collision polygons for it to work nicely.

  • what do you use for your movement? 8dir? custom? have you tried decelerating on collision instead of instant speed stop?

    there's a million of possibilities, but you haven't really told us much what do you have / have done. upload your capx.

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  • ummm how about you start using stable releases instead? betas always have some bugs (not necessarily physics).

    also have you set your gravity to 0 ? if velocity isn't 0 is there a force working on your dices?

  • in event sheet - add event - select sprite 1 - is in collision with - select sprite 2

    • add action - do something when they collide.

    now if you (as much as i noticed) don't want them to be around the same spot - you can use push out solid action - push the one that comes into collision for xy pixels in x,y direction. or you can write down some other "combo" that you want to use when they hit each other.

    there's a lot of stuff you can do with collision since it's a main thing in games.

  • how big is your test project? if it's small it loads too fast and doesn't show their loading at all. also, is your loading shown then opens another layout or does it show after loaded your loader layout?

    p.s. there's another bug - if you have 3 Text objects and you add mouse style on each, and when mouse not over them remove that style, it will work, but only for 1 object out of these. why i have no idea.

    p.p.s. what version are you using? (i'm on r190)

  • nooone? great.

  • also, i've forgot to say, my PC ain't bad. - > 344.75 drivers with gtx 980m, ssd evo840, quad 3-4GHz 4860HQ and 8GB ram ddr3 - 1600. so my pc shouldn't be a problem :/

  • So i have been working on my game hardcorely, and then it popped me. let's do a loader layout.

    So i went to project settings, selected use loader layout, set it to Yes. Selected first layout my new layout (that was empty at the moment),

    as first layout. Set the Progress bar & logo as "loading".

    So.. i run my game (which is approximately around 60MB)... aaaaand nothing happens. I get the C2's loader and once it's done my layout opens.

    Here's what i've tried - adding event sheet with browser + "is update downloading" - gets c2 loader to 50% then switches and loads the rest 50% on that layout - in other terms, doesn't work.

    - adding a simple image / loader bar on that empty layout - nothing happens, c2 loader and then opens that layout

    - choosing none (progress bar & logo) - with both 2 options that i mentioned - does nothing- c2 blank loader and then opens loader layout

    - reinstalled browser / c2, clearing cache from browser (tried opera 26 and chrome latest), CCleanering cache, removing loads of events, some items from other layouts - still the same thing happens - c2 loader or c2 Blank loader if i selected none.

    Now i am really suspecting that there is something wrong with that loader in C2. Can you please dig through it and check if there is something that prevents it from starting because i'm 99% sure that i haven't done anything wrong. And yeah i can't upload CAPX of 60MB cuz i got slow upload rate (would take me 3hours) (380kbit/s) .

    P.S. i would like to see some features tweaked for easier usage. Like web font, or Fonts in general. Something like importing font and then using it would be nice. Even if it took some time to process it during export / import. Also better image editor would be nice. I'm talking about usage of "auto detect collision polygon" - why is this not available for full animation? i have to do it on every frame.. it gets really boring and wastes my time. Also renaming a origin point renames that point on one frame, and if i used "apply to whole animation", the upgoing changes should be chained. Also wastes my time. Same goes for removal of these points. These are just my suggestions, since i want to develop 2D games for PC, who are usually much stronger then mobiles, but if i just waste my time doing things that could be done faster i'm not so sure this is the engine i want to use. And i really really really like the easiness and adaptation of Construct and all the possibilities through plugins, behaviours, effects etc. And don't get me wrong, i'm not tryin' to be mean towards you or anything, i really admire your work, and i hope it gets even better!!! Happy holidays

  • it's really simple.

    • create a menu - add some options like particles, explosions etc.. and add checkbox to that.
    • when selected - enable event group that controls particles, explosions or what not
    • when not selected - simply disable - therefore no particles/explosions/etc.

    ofc. you have to think this thoroughly. if you want texture quality and more, someone with more experience might answer, but i think you will have to preload/load all the defs (high, low, medium) and more stuff.. probably memory consuming.