shinkan's Forum Posts

  • Yes, I'm aware of ctrl/ctrl+shift shortcuts but still you have to be in 100% (or 200%, 400%). I always preferred "solid" number with zoom. I always thought watching something on 137% or 349% zoom is distorting (not sure if that's right word) what you really see, especially when you doing pixel art/games - it's just my internal opinion :)

  • Count me in. That's nice suggestion.

    But for now there's a bigger issue with zooming.

    1. Zoom.

    Could be more uniform: 100%,125%,150%...

    now is more like: 100%, 110%, 121%, 133% - using mouse scroll

    And it's impossible to set ie. 200% zoom

    That's my quote for a post I made almost year ago... still hoping it will be fixed Ashley ;P

  • Your file is quite big, could you reduce it to something smaller?

  • Sprite1: On collision with Sprite2 -> Subtract 1

    Sprite overlapping the object will constantly subtract 1 every tick.

  • You would have to save coordinates (X and Y) for every important object in your game. There few way you could approach: Global variables, Arrays...

    Look here on How do I or here Tutorials and you will find your answers.

  • Bumpmap

    Move mouse, mouse scroll up/down

  • yeah, bumpmap in C2 is quite nice actually.

    Just be sure your normal map have proper coordinates - you'll need to invert it to look properly in some cases.

  • You're welcome and thanks ;)

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  • You set enemy health as a global variable, it should be instance variable for enemy1.

  • and move your events for: enemy1 = 3, enemy1 = 2, enemy1 = 1 to sub-event of On destroyed

    +enemy1: On destroyed

       + enemy1: enemy1 = 3 -> powerup3: Set position...

       + enemy1: enemy1 = 2 -> powerup2: Set position...

       + enemy1: enemy1 = 1 -> powerup1: Set position...

  • I've noticed different thing with very fast scrolling background some time ago (with C2 r81) and yesterday I opened up that project to see how it works after exporting to awesomium.

    Here's html5 version - Trench Run HTML5

    Here's exe version - Trench Run.exe

    Move with arrows

    shoot with space (hold space for powerful shoot)

    On my pc, html version is quite unplayable. Frame rate stay high, but screen is very choppy. At first i though that's the issue caused by those panels/grebbles sprites. I did spawn and delete them on runtime (almost 300 sprites on screen) to create never ending tunnel - spawn on top and destroy after leaving layout. On second attempt I placed them on layout and only move y position to wrap around the screen - doesn't help a bit. On my last attempt (current version) I've converted them to TileBG, 1 Tdb = 9 old sprites, so on screen i have only 6 tilebg's - still no improvement.

    I'm not sure but pretty convinced that is caused by time delta. I could be wrong, but remember doing some test without dt and screen moves a lot smoother - but speed was different due to frame rate difference.

    With exe there's no issue at all, runs very smoothly.

  • You just need to export it - press F6 - and choose "Export to: Awesomium".

  • Why would you do your game in unstable version of C2 at first place?

    If you'r trying to make a serious game always use stable releases.

    R100 is beta, I know it has many new great features but it's still beta.