tecbug's Forum Posts

  • Indeed, thanks for quick answer.

  • I found issue that makes families useless for me:

    Families doesn't have access to variables of objects that it contains.

    Is there any chance this will be corrected?

  • I totally agree. That's main reason why I asked for this.

    It's way easier in MMF2 - just drag'n'drop object icon to replace.

  • Corrected FPS visibility (the same link). Hope it's better now.

    I've also added "renderer" visible on the center of the level.

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  • It would really be helpful, if you would display the FPS on a HUD

    Like I wrote "(upper left corner)". Hope You'll find it.

  • I've made simple game (800x600px, scrolling, moving with WASD).

    It's here: http://tecbug.pl/pub/c2/speed/

    I've encountered weird speed differences on old computers in browsers other than Chrome.

    Please launch my game, move around and send here:

    • FPS that you get while screen-scrolling (upper left corner)
    • your system spec
    • your browser (with a browsers version).

    My laptop:

    Intel Core2 T7200 2.00GHz, 2GB RAM, NVIDIA Quadro FX 350M

    Windows XP 32bit

    Chrome 16.0.912.75: 59 FPS

    Firefox 9.0.1: 11 FPS

    Opera 11.60: 21 FPS

    Maxthon v3.3.3.1000: 20 FPS

  • So maybe event scripting option?

    Maybe something like this:

    event:action;

    For example:

    sprite.height=10 : sprite.movetobottomlayer;

    or

    sprite(height)=10 : sprite(movetobottomlayer)

  • Would it be possible to enable real coding?

    (Of course as an option)

    Despite this:

    <img src="http://tecbug.pl/pub/c2/code01.png" border="0" />

    I'd like to write this:

    ---

    <font size="1">

    var global text="abba";

    var global number aaa=22;

    if (Sprite.height<=10) {

    Sprite.MoveToBottomLayer;

    }

    //This is comment.

    if (Sprite2.8Direction.speed=55){

    system.createObject(Sprite,0,sprite2.x+20,sprite2.y+20);

    if (Sprite2.IsOverlapping(Sprite)){

        system.global.aaa=33;

    }

    }

    if (system.compare(sprite.bullet.acceleration,99,equal) and syatem.layer[0].isVisible) {

    sprite.opacity=45;

    system.wait(1.0);

    }

    for (i=1,10,i++){

    sprite.var1+=1;

    }

    if (sprite.bullet.speed>222){

    system.forEach(Sprite) {

        sprite.y=33;

    }

    }

    </font>

    ---

    I would even pay additional money for this...

  • I mean this:

    <img src="http://tecbug.pl/pub/c2/gamefullscreen.jpg" border="0" />

    It can be triggered in editor and it applies to game.

    F11 applies to browser. If your game is (without fullscreen) 400x200 px, after pressing F11 it'll still be the same size.

  • Thanks for answer, but F11 triggers browsers fullscreen. I was asking about games fullscreen.

  • Can fullscreen be triggered via code?

  • Can I somehow check if object2 can be seen by object1?

    I could do something like this:

    every 0.1s spawn sensor from object1, rotate it towards object2 and set sesor.speed to high value, then check if sensor overlaps object2.

    But it's very expensive (for 10 objects there will be spawned 100 objects per second, after 10 secs there will be 1000 objects and so on...)

  • I would second that request. "Overlaps at offset" was very handy in Construct Classic. Can it be ported to Construct 2?

  • That's exactly what I needed. Thank You very much.

  • Thank you.