sqiddster's Forum Posts

  • I'm not actually sure if node-webkit export is allowed in the free version or not, but I'm expecting not.

    The free version is very good for what it is! Remember that Scirra has to make money too, so it makes perfect sense to restrict these features to the full version.

  • This is all very interesting.

    > In my opinion, it's best to use a small amount of object types. For example, there's no need to have a 'tree' and 'rock' object if they have an identical function.

    I'm interested in the alternatives for this? Isn't it easier, when building scenes, to have semantic objects for greater clarity? Don't

    I suppose it depends heavily on the game - but object clutter is often a problem in beginner projects.

  • Reading the whole manual at this point might be a bit boring. It's designed more as reference. I'd also suggest you either dive right in, or read the other beginner's tutorial (How to build a platform game)

  • I also agree, it's a well-kept secret at the moment! Let's add that link!

  • Ashley Ah - I was confused as the removal of that other object actually fixed the problem. Sorry.

  • You'll want to look into permutations and combinations.

    This website looks like it explains it pretty well.

    Also, you should probably have posted this in the 'how do I' forum as this is mainly for educators.

  • Link to .capx file (required!):

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

    Steps to reproduce:

    1. Run capx

    2. Move around with arrow keys

    Observed result:

    Here's an image of the effect on my PC.

    <img src="https://dl.dropboxusercontent.com/u/41931267/VeryOddBug.png" border="0" />

    Basically, it seems that every tick, the main player object leaves an 'imprint' of itself on the background.

    I found this issue after I accidentally deleted the background sprite in a larger project. So, I backed up the project and began to cut out everything that wasn't a part of the issue. For some reason, there is one object (I called it 'WhyDoesThisBugTheGame) that causes this issue - if I delete it, the issue remains (although the background is still strangely black. Shouldn't it be grey?)

    If the issue doesn't occur for anyone else then I'll assume it's a graphics driver issue, however I'm fairly sure I'm updated.

    This isn't a webgl issue either, as it also happens with webgl off.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r127 (but it definitely occurred before r127)

  • Great idea! I look forward to reading about the experiences of educators using C2!

  • I'd suggest you have a read of this thread. It gives insight that mobile developers, even those who make native apps, use many tricks and advanced techniques to get games like C2's (games with large, non tile-based assets) to work smoothly.

  • ronval I'd just explain that the engine, like all high-level engines of its type, output machine-generated code that's pretty much useless. Give it to them along with the capx and they might understand.

  • Great stuff, Kyatric I'd like to see this in the FAQ!

  • It happens without fail whenever I try to close it if my computer has been asleep while C2 is running.

  • If you add dt to a value every second, it will increase by 1 every second.

    If you don't know how dt works, read the tutorial on 'delta time and framerate independence'.

    You'll need a boolean to decide when to decrease/increase.

    So your code will look something like this:

    boolean variable called 'increase'

    if increase = true:

    add dt to opacity

    if increase = false:

    subtract dt from opacity

    if opacity > or = 100, trigger once

    set increase to false

    if opacity < or = 0, trigger once

    set increase to true

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  • I just really, really hope they are at least moving towards webGL. Unless they have their own hardware renderer, I'm not sure how they expect decent performance.

    Excal (at least for me) for some reason it only works when you're outside of the editor so it gets a little annoying ;)