sqiddster's Forum Posts

  • Hey all, I have a quick question.

    I've been trying to get an asteroids-style movement working with collision. I'm using custom movement so I don't have to do collisions myself. However, I can't really seem to get it working properly. You can see the crazy stuff that happens when you hit walls in this capx.

    Any tips on how to fix this and achieve more reasonable collisions?

  • Can't you just write a function to do this? Shouldn't be too hard, and it's the perfect application for a function.

  • Smart Watches receive notifications from the phone, they don't mirror it. But Samsung Galaxy Gear is actually a standalone Android device (Cortex-A9 800 MHz CPU, 512MB RAM, Mali-400 GPU).

    Huh. Didn't know that. I thought it was completely dependent on the phone.

  • Doesn't it just mirror the phone or something? In that case, I don't see why it wouldn't work.

  • I'm with you here. When a game has 60+ levels and I want to make a layer change... I have no option other than doing it all manually.

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    dl.dropboxusercontent.com/u/41931267/LoadTwiceLoopIssue.capx

    Steps to reproduce:

    It's all explained in the capx. you need to load a saved game twice without saving in between.

    Observed result:

    Loop behaves very strangely and erratically - however, the erratic behavior seems to stop after a short time for some reason. Keep clicking 'test' a few times after loading twice to see what I mean.

    Expected result:

    Loop behaves like normal

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: not tested

    Operating system & service pack:

    Win7 64bit

    Construct 2 version:

    r158

  • no prob, glad I could help ;)

  • I reckon the best way to do it is use lots of overlapping rectangles and/or simple shapes. You can always put the image on top of your invisible collision shapes.

  • All right, fair enough.

    Still, I don't see what's wrong with what you have. Is it just too fast?

  • If you have assets this good, why are you making a 2D game? 3D assets in 2D games pretty much universally look bad in my experience.

    Sorry for not directly answering your question but I think what you have now is probably the best you'll get in a purely 2D engine.

  • I agree with helena, for something with this much input, you should certainly let your use choose the keys. It won't be too hard to implement.

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  • Talk to True Valhalla. He's not using C2, but everything he does could be easily done in C2.

  • I don't play too many games in this genre (turn based dungeon crawler) so I can't give you much gameplay advice, however one thing I can say is the game really needs some better art direction. The art style as-is will probably turn off a good amount of potential buyers. Unfortunately, nowadays people expect the best, especially in a paid game.

    it's a great start, however! I look forward to seeing where you go with it!

  • I've noticed that in C2, lower-end CPU's can have trouble with pixel fill rates - that is, drawing a large number of pixels. Perhaps that's your problem. An easy way to test is to make the window size smaller. If that speeds the game up, then you know it's either a shader problem or a draw rate problem. I think.