SplashHunt's Forum Posts

  • Okay, I'm having a problem with 2 layouts with the same code sheet;

    I use the action "Go to Layout Game 2" and then I set "Layer 1 set Visible"

    But the Layer 1 set visible seems to only work for the past Layout.

    1-Is there a way to remove a layout to obey a code sheet. Isn't "Go to Layout" supposed to do the job?

    2-Ah friend of mine was trying to play my game. Several friends got it working, but this one got a bug. There is one layer, where the tiled background + some sprites dissapears. But other sprites on the same layout still there.

    3-This one I got some clues. I want to add some logo (like scirra logo) on bottom of my game screen. How do I do that ? HTML index editing?

    And also wanted to set my layout screen to start on center of the page, and not on top-left corner. I guess those are HTML issues.

    Thx for the answer over the other topic. Forum is highly active.

  • Hi, I liked your game ^^

    Would like to know how did you added that logos below your game screen..

    and also, how to did you made the screen be on the middle of my browser,and not on top-left.

  • With or Without audio. This is really bad performance.

    I did a search and found a way to show FPS.

    Every Tick -> GlobalFPS +1

    Every 1Sec -> Show GlobalFPS and Set GlobalFPS to 0.

    On PC, I got something around 60~70. Fine and Smooth.

    iPhone , when there is just a plain background 40 FPS.

    Moving the ball it drops to 10~15 FPS.

    As the ball was creating an trail object always, I removed that to see if it was causing the drop. But it got only increment of 1~3 FPS. Getting final 15~18 FPS when moving ball.

    I am running iOS 5 , but this performance is not good.

    Resolution is 640x960.1 Tiled Background covering the screen + 5 Sprites + 1 Ball Sprite (Moving to the finger position every time). And I get this 15~18FPS. Maybe I'm doing something wrong.. If this is how it works, then Construct 2 isn't a good option for iPhone or Android development.

    On the other hand it works very well over standard PC browsers.

    Maybe I focus this for facebook apps, don't know.

  • SplashHunt

    About the "OMG I bought c2 for nothing" I don't think you wasted your money unless game creation was just a temporary interest. Well... I'm biaised 'cause I use C2 all the time, but well at least you bought it for 32$... It will go up soon

    Also yeah next time you do something crazy like mass layer or something like that. Go check the manual/tuts and if you find nothing, ask... 'cause you know, in programming being lazy is a quality.

    Well, I Don't know if I'm going to use this often, or just use it for this game :(

    If HTML5 get bigger, more supported and faster, then it won't be a waste of money. And this is a web app,so its harder to sell or make popular among iOS and Android.

    Invisible objects have a very small performance impact. Usually it's ignorable and you won't see any difference in FPS if you destroy invisible objects or not. However if you have *loads* of invisible objects - 99 complete levels worth of objects is loads! - this could cause a severe slowdown. It might be what's causing Firefox to choke. I would highly recommend you break everything out in to layouts, that's what they're for.

    For now I'm with 10 layers.

    Now Gonna test some audio.

  • I Will try this later.. I'm like 24 hours on this haha.

    But I'm afraid that I won't like this Sine Movement. I want a constant speed,just like the bullet.

    I gonna test my game and rest a little haha

    goo.gl/Rq13L

  • Nevermind it.

    Im doing with layers.

    Is the 'bounce off' of the bullet behavior act like this, placed 2 regions, and the bullet is between those. It's bouncing like a ping pong, but it's not straight. After some bounces the bullet angle is incrementing.. weird or just the Bounce Off actual behavior?

  • If you go iPhone, tell me how is the speed...

    I've updated to iOS 5.0.1

    It speeded up a little bit,but is way slower than PC.

    The trail effect gets messed up.

    EDIT: Even using copy & paste, it's not that easy to make it work. Don't know why, but the trail isn't working on the new layout. Must be some event problem.

    I'm thinking of letting the game with those multiple layers and only this layout. Transferring is causing many things to not work =/

  • Yeah, and it's not that hard to transfer.

    And yes, this is some kind of bug.But it just works when playing with iPhone. Because on iPhone it runs slower, and if you move your finger fast, the ball will move to the finger position(jumping everything).

    My PC is faster and then it checks the ball position better.

    Your PC is slow or your mouse is really fast.Dont know how you did it.

    The only way to prevent this, is setting invisible "checkpoints" along the path.But For now I'm focused on ending the 10th level and rearraging this to layouts.

  • If you have a separate event sheet called vars and make a global variable called Level(Note, you can have the variable on any event sheet, Its just tidy to have some variables on a separate one, As there global any event sheet can access them)

    Then on the Event sheet for the level/game, for example level1:

    Depending on your set up for leveling do something like this:

    Player.OnCollision with (EndFlag)

         -> System.addTo(Level, 1) // Adding one to the level count

         -> System.GotoLayoutByName("Level"&Level) // Here were refencing the level variable, So if the level is 7 were basically saying "Level"&Level(7)

    Do you understand? or do you need me to knockup a example?

    If you share your capx, or PM it to me, I'll add it to your game for you, Or i can make a example to show you.

    Yeah I got it, just haven't seem that option.

    Bah. So I didn't had to buy C2 for now. As my project has only 35 events, and it's very simple. I could do 100 Levels and it would be less than 100 events.

    Now I don't know what to do. Keep doing on layers or transfering everything to separate layouts. Layout would be better to use layers for things that I'm using ZOrder.

    The game is quite simple, take a look:

    goo.gl/Rq13L

  • My question is: why can't your break things up into different layouts?

    For performance it depends on many factors.

    <img src="smileys/smiley9.gif" border="0" align="middle" />

    Layouts..... I didn't know I could create more of them <img src="smileys/smiley9.gif" border="0" align="middle" />

    Lol

    I just bought Construct 2 because of Layer limitations...

    So I could have done this with Layouts... <img src="smileys/smiley7.gif" border="0" align="middle" />

    Layers isn't lagging at all.. I'm just wondering, that it might lag on future.

    Anyway, using layouts would be less recursive. I'm doing : End of Level, Go to Layer Level+1.

    I'm finishing level 10 right now. Maybe I could use a Layout for each 10 Levels, that wouldn't be that bad :p

    But still didn't get it. When going to another Layout does the other Layout unload ? Layouts are just loaded when we go to them ?

    And with layouts I can't find the action "Go to Layout Level". I would have to create a individual "Go to Layout N" for each level.

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  • Oh and, I'm using Firefox 9.0.1 and When on preview mode, it has a lag issue.

    Every 5 seconds it lags..

    It's seems to be a browser problem, dont know.

  • I don't feel good creating a topic for those noob questions, but lets go.

    I'm creating a game in which each level is on a separate layer.

    Level 1 - Layer 1.

    Level 2 - Layer 2 .. and so on.

    All layers are invisible, except the one the player is playing.

    If I have like 100 levels, and level 88 is full of objects movind and shooting and jumping etc... Does it affect the performance when the player isn't on this level ?

    1-Do I get better performance, If after each level, I completely delete everything on the past layer (level) ? Or just setting invisible does the thing ?

    2-If my level 88 is full of objects but I just start playing their actions when its actually level 88, is it better than let they playing since level 1 startup?

    3-Should I create all the instances while on editor, or is it better to do - "Spawn object over point(x,y)" when each level starts ? And for that way I need to save the position for each object I want to create...

    I'm just afraid of lagging my game, by using many layers. The Final question would be: Does invisible layers waste processing or only when it's visible(drawing) ?

    Thats it, thx.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I was avoiding this. I solved creating an instance variable for the enemies called TURN.

    I Set TURN to some initial angle. Then when it colides the region, I do

    Enemy1.TURN + 90 -> Set Enemy1.Angle to TURN.

    And It worked.

    Just wanted to do this without extra variables, by using the existing BulletAngleMotion.

  • Hello Everyone. I'm new to C2 and don't know what's happening here.

    I Have 4 enemies(instances of same object), and I want them to move on a square(box) path.

    So I gave them the 'Bullet Behavior' and placed some Region Sprites over each corner of the box. When the enemy steps in, it just turn its Bullet Motion Angle.

    The problem is, this happens just one time, and then even when it collides with another Region Sprite it goes straight.

    I Checked many things, and I'm sure its triggering the event.

    I've also had some kind of trouble with this bullet behavior and instances of same object before. I wanted to set bullet speed to double, but it didn't work. I solved getting all instances every tick and setting each speed. Wonder if there wasn't a better way, like setting the bullet speed for all instances just once and every time a new instance is created.

    So I assume that when I do

    Enemy1 Set bullet angle of motion to Enemy1.Bullet.AngleOfMotion + 90.

    It works, but doesnt save it to the instance.

    Example: Enemy1 Angle is 0. Enters Region ->[0+90] Turn 90� (but Enemy1Angle still 0) , then Enter Region Again ->[0+90] Keep facing 90�,so goes straight.

    And those enemies are facing diferent angles.The first one to reach one region goes to its angle +90. Then the other when reach a region, goes to the same angle of that first guy.

    I Don't know if I'm missing something here, or its just the way C2 Works.

    I Just want to make my enemies walk around...

    Bah, it's confunsing, no one will undestand lol.Sorry, it's just 5am here,sleepy.

    bye.