Sauxez's Forum Posts

  • 6 posts
  • Thanks for both of your replies, I looked into how Delta Time worked and came up with a different solution - I changed most "every tick" events to "every 0.0167 seconds", which is near enough 60fps translated for any refresh rate. This is nice because I can now do the same to my older games, which I had designed whilst only using a 120hz monitor, and are most likely partially in slow-motion for 60hz monitors.

    Be verry careful when you do this. Especially if you are thinking of selling on steam. There are verry high profile people who will trash your game if it is not to their expectations:

    http://store.steampowered.com/curator/9 ... te-Police/

    Don't worry, I'm not this stupid. I don't sell anything on Steam that I make and if I did, that's the last thing I'd do. I can't play FPS games in anything under 100fps on a 120hz+ monitor, and I hate games that are even locked to 60fps for the most part. (I used to watch TB too ;D)

  • So I've finished one of my games and it's been playing fine for most people. However, since I've recently temporarily switched back to my 120hz monitor, I decided to try my game whilst using it - and it's unplayable. Half of the things in-game are at double speed, and another half are not. There's some timed points where you literally no longer have enough time to complete, which results in the game being impossible about half way through.

    So, my question: Is there any way to lock the framerate within Construct 2 for exporting projects? If not, how would I go about fixing this for different refresh rates?

  • You should put the collision box in a container with the ice blocks. This will spawn a collision box for each ice block automatically -- and vice versa -- and the associated pair will be picked together in events. I'd suggest reading the manual entry on containers.

    Thanks, got everything working fine now.

    That's actually the last thing I tried before I posted here, but I was put off since it was destroying both things at once after it started to fall. Turns out that was just me being lazy with the events.

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  • I think it's about time I actually learnt how to do this properly.

    What I'm trying to do is have an object only affect one different object in the event editor, and not every single instance of that object.

    Here's an example I made of this to show where I'm going wrong:

    I'm using the invisible object as the collision hitbox for the pink ice block, since when it's triggered it shakes before falling. And otherwise that shaking will shake the player as well, which I don't want. This works fine in itself. (Even if there is a better way of this, it doesn't matter - the main problem occurs all the time when I'm making things, and I'm still using the method below.)

    The only problem - I'm having to make each block object and hitbox object seperately every time. I'm sure there is a better way to do this, but I just don't know it.

    Those 5 blocks are here in my events, the exact same thing happens for each, but I'm having to copy and paste over and over and replace the objects with the duplicates. Otherwise, all the 5 blocks trigger together.

    How do I get each one to trigger separately without doing this?

  • Sauxez

    Take a look at this article in the Construct 2 wiki which talks about default instances:I have a feeling it's related. Basically, when you create something at run-time, it sets the default properties of the new instance to the "prototype instance". If that prototype instance has gravity set to 0, then so will any new instances at creation.

    The legend

    Thanks man, if only I had asked earlier about a different project.. would of saved so much confusion. All I had to do was reload everything. You're right, too - I changed some stuff around later on in the same session. You have the Construct guru feelings.

    Edit: Alright that worked the first time and now it never works. Could you explain to me in English what that link you sent is saying? There's an XML file on the first layout and layer is all I really understood, I haven't a clue on how you're meant to access or change it.

    Another edit: I fixed it for good now, I just remade the entire mushroom and it's events, now it works fine.

  • Hey, I'm trying to spawn an object and it have gravity and be solid like the rest, but for some reason when it's spawned it has absolutely no behaviours. From the events all it does is just go forward with no gravity through the whole level. (I have it set to always move forward, and since it has no gravity it flies away.) It might be a setting since I suck and missed it, or maybe I'm meant to do something in events so it works, I'm not sure.

    The title might make it seem like I'm spawning an object with new behaviours - that is not the case. I want the object to use what I've already set it to use, but it never does. They're both the exact same object, the only problem is the spawned one isn't the same like it should be.

    Here's a video of the issue. Don't hate me for remaking this game, also. It's for a good cause. (Of pissing off my friends.)

    Edit: I'm not allowed URL links, so a broken one it is:

    http*://youtu.*be/hN1cHBLj-AU

  • 6 posts