Sargas's Forum Posts

  • I think you need to set it to Letterbox scale on the configuration settins, that way it will remain its own aspect ratio and remain centered on the browser though it will scale nicely =)

    (letterbox scale integer does the same but won't let it scale BIGGER than the layout size)

  • I agree with you =) I did played around a lot with sc1 editor years ago, and i liked it so much, that in the project i'm working in construct 2 i implemented a very similar system of zones and triggers of my own, and I tell you, this doesn't need to be added as a feature since you can already use it pretty much the exact same way, you add a triggers/zones layer, then you add the triggers and zones, and then you play around in the events with overlapping and collision and conditions to differentiate. It really isn't that much extra work but rather a work system =)

  • ramones once again you prove to be the man =)

    That's exactly what I was looking for :D

  • I think I getit. So once the value is set, the loopindex will sort them in order and then I can just pick one (first or last one in my case).

    I'll give it a try and see if this is what i'm thinking about.

    Thanks Keepee ^^

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  • Say I have 4 instances of the same object constantly setting a random value, but I want to know which one got the highest and do something with that one.

    Like every x seconds, pick instance with highest value and set scale to 2 or something.

    How would one go about doing this?

    Edit: I though that maybe i can do something like "when instance 1 value is greater than value of 2,3,4,5,6,7 set scale to 2" and then do the same with every other instance. but seems kind of impractical... maybe arrays?

    Although I'm looking for a way to do a modular event that would pick the highest value of a varying number of instances.

  • The shooting only in the direction you're facing is something I've given a lot of thought to. I think I've tested all variants of that. In the end i decided to go Contra style. And the way animations for the player will be handled I kinda need to work that way.

    However, I'm always open to suggestions :D!

  • well. lol. every machine i tested runs steady at 60fps. everything is frame-rate independent too. I'm sorry but I can't consider old laptops D:

  • You can play HERE!

    I need testing with the difficulty settings; is it too hard, too easy? makes no sense? (I think hard is WAY too hard)

    (I added a ton of spare lives to test and test forever)

    And I wanted to add control options, so I made 3 options, but the two using keyboard only are terrible since I have no idea which keys to use =( The first one, WASD + mouse is really nice to use though.

    I would also love some feedback on the layout disposition: does it work like that? too boring?

    Anyways, please help me test this thing ^^!!

    btw, 99% of the project is without the real graphics is going to have, it also have no sounds yet!

    However, I hope you enjoy it :D!

  • I'm so happy! in fact removing all the "on created" actually fixed my project!!! :D!!!!

    and lol, in ramones capx you disable either the "bullet; spawn explosion" or the "explosion; on created event", and the sprites don't disappear anymore. it seems you need both lines to trigger the problem... or when the "bullet" only hits one "wall"... interesting.

    My game was full of stuff like that. However, with ramones capx in mind, I tried with several combination of disabling lines, and as it turns out, it was enough disabling only 3 (line 10, 11 and 12) to make my game work fine =).

    My games is heavily bullet based, and there were several kind of bullets and on collision each spawned one of the 3 kind of explosions. When things were killed too; they exploded with one of the 3 explosions. Lines 10, 11 and 12 were called to action throughout all the game.

    Thanks guys, thank you so much =)

  • ramones OMG I love you!! :D!!!!

    Ashley, I will try right away!

  • I've done a lot of things that have eased both my problems but haven't fixed them. Reducing the number of objects in my layout diminish the disappearances a lot. Cleaning a lot of "trash" events helped too.

    Remaking the objects and their events didn't do much =(,

    The biggest improvement came from removing the bullet behavior and instead using a custom movement. However even as those things have made the game more "stable" the bugs are still there... I had to admit that I had my hopes up thinking the bullet behavior was to blame. But it's not. objects moving forwards pixels*dt still get increased speeds sometime (maybe because dts aren't always the same? after all the bullets start to gain speed near the end of the layout, never before. I'm 100% of the time a 60FPS though)

    Anyway, as of now, i get the disappearing bug a lot less, though it's still there... bugging me.

    Kyatric You said "It feels there's some loop/over processing in there." You mean I may have redundant events?

  • supergodjesus I'm not really sure we all have the same problem.

    • I have speed problem with all my bullet behaving objects; some move at the setting speed, while some go much faster, this is one issue)
    • And the disappearing sprites don't all have a behavior; 1 use the platform behavior, one is a bullet, another is an animated sprite with several frames and animations, and the last is just an idle sprite.
    • Of those 4 objects; 3 are created in game, and one is present from the start.
    • And my sprites never vanish from the game, they just become invisible, they are still there and working.
    • However, all of them are involved in events regarding collisions. And I've often noticed how interacting can make sprites disappear. Although, not all my collision-related objects present any trouble besides those 4.

    ... And I wonder. How does the collision work? does it have to check every tick or it just triggers on collision? Does the program know which objects are gonna be involved in any collision or does it check for all objects?

    And just for the sake of it; I'm going to make a new version of all those 4 objects, and I'm going to remake the events related to them and see what happens.

  • Ashley, I tested explorer and chrome, with WebGl on and off with no differences. Those are the browsers I have at home, tomorrow at work I will have all of them and will test this more extensively. It doesn't have anything to do to image re-sizing either.

  • dl.dropbox.com/u/20613220/verticalsinetest.capx

    same capx, same steps, same bug =(

    You must fall on it while it's going up to reproduce the bug. And it won't happen 100% of the times.

  • I hate to say this, but nothing's changed for me neither.

    Ashley I've found a way to reproduce both the problem I'm having!

    Here is the affected CAPX

    If you run the game and you go left (A & D to move) you will enter a room, inside there is a big guy, if you stand right bellow him you'll trigger an event (line 503 in the A1 event-sheet) where an object (boss_bomb) is created and most times it will just disappear mid air. ALSO, as it has the bullet behavior, most times the speed will be messed up.

    [If you make him spawn the object several times (by going away and back bellow him again) the player will get invisible too (player_animations is the object name) Both of these bugs started to affect all of my project since 103. Object with bullet behavior sometimes get their speed messed up. And sprites disappear. And the object boss_bomg has both. here is a

    of what I described above.

    I really wanna help anyway I can to solve this, what else could I do?