sqiddster's Forum Posts

  • Some good ideas here!

    1. I would think Scirra will add this when they add a debugger.

    2. What's wrong with the angle in the properties bar?

    3. Agreed.

    4. Objects are not rendered outside the game window at all. If you want to 'pause' the objects so that logic doesn't apply, that's really up to you.

    5. Lerp?

    6. I think it would be fairly easy to event this...

    7. Agreed!

    8. Also agreed!

    9. This could be related to the previous suggestions, I suppose...

  • dl.dropbox.com/u/41931267/Donut.capx

    I think this is what you are after?

  • Hmm, I would doubt Safari users in general would know to turn webGL on... Surely if they knew that, they would already be sing a more superior browser!

  • Your force is too small! Increase it to something in the hundreds and it works nicely.

  • The best way to do this is to turn off the real gravity of your physics objects. Then add them to a family, and apply a force at angle on this family. The force should be the intensity of gravity you want, and the angle should be the gravity angle.

    Hope this makes it clear for you.

  • A great way to learn is to look at the examples provided in C2's software, and read the general sections of the manual.

    After that, if you have followed both beginner's tutorials, you really should be fine to start making your own games. Any trouble, and the community here will be happy to help!

  • Hmm... Why not just make each individual shape manually, then import them as an animation?

  • Yeah, making the third term in lerp() the variable is probably a really good idea.

  • EDIT: missed the train!

    I see, you want smooth grid-based movement.

    The 'move-to' custom plugin wold be ideal if you aren't interested in the Scirra arcade. Alternatively, you should look into the lerp() function. It can be a bit confusing at first but you will get nice smooth motion with deceleration.

    To do lerp:

    every tick:

    set object x to lerp(self.x,destination.x,speed*dt)

    set object y to lerp(self.y,destination.y,speed*dt)

    Speed should be some value for the speed of the movement.

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  • I'm not sure exactly what you are looking for, a little more specifics would be nice.

  • Exactly, that would be perfect. You should show mobile browser vs directcanvas/cocoonjs vs desktop performance.

  • If that's the case, I would be interested in seeing some performance comparisons - i.e. the 'how many sprites on screen' test or something like that, perhaps for a range of devices, just to see how much we are 'allowed' to do before encountering FPS drops.

  • How does appmobi's 'Direct Canvas' compare to Cocoonjs?

    I am very interested in knowing. Tests, thoughts, anyone?

  • I really, really like that (-) sign. I think that is the perfect icon for inversion.

  • Yes, I believe objects outside of the game window are not rendered, but logic is still calculated for them.