Tokinsom's Forum Posts

  • Open your .caproj with notepad++ and change

    <saved-with-version>11500</saved-with-version>

    to

    <saved-with-version>11400</saved-with-version>

    Anyway, I don't know about you but testing a blank .capx on numerous machines here resulted in the same ~59 +/- ~6.4 as opposed to the usual ~61 +/- ~2 Weird thing is that the fps starts where it used to be (+/- ~2) and then shoots up to +/- ~6.4 a second or two after.

    I'm trying to find some old chrome builds but it's not easy. I got what I thought was the 2nd latest build but the fps counter is completely different than it's been the past year so..err..

    I'd test this on other browsers but performance is 10x as bad anyway so it's kind of useless.

  • I imagine 1000+ objects will cause some slow down on-screen or not.

    Still, something definitely changed recently. I'm not sure if it's r115 or a chrome update (if you're having problems in FF I guess that's not it) or what but my chrome fps counter is showing around 59.6 +/- 6.5 when previewing a blank .capx whereas my game with ~500 objects in a layout used to show around 61.0 +/- 2.5!! Any idea what's going on Ashley ?

  • Yeah you don't need physics for this :P Assuming you're using the 8 directional behavior..

    Give your player a variable, lets name it "hurt".

    When the player gets hit, set "hurt" to 10, set his deceleration to 100 or something else very low, set his angle of motion to the angle between himself and the enemy using angle() and finally set his speed to however fast you want him to be knocked back.

    Now if that player variable is greater than 0 then subtract, say, 30*dt. When it's lower or equal to 0, activate your player event group and reset his deceleration.

  • How are you cropping your tiles/backdrops? If you're leaving a 1px space then get rid of it and see if that helps, or do the opposite if there isn't one. Otherwise you probably shouldn't use scaling with low res aliased graphics. Also your second image has some filtering as if your browser's zoom rate is different than 100%..that will also cause seams.

  • Can we move event sheets up or down the list by dragging and dropping them as you can with layouts? Event sheets seem to be listed at random and you can't really organize them.

  • Just wondering if we could get the ability to set a layer's parallax rate & background color during runtime. Would be very useful for those building levels outside of C2's layout editor / using a single layout for all of them!

  • In CC the platform behavior moved along ceiling slopes nice and smoothly. In C2 it uh..yeah..not so much ^^ I know the platform behavior is already super complicated but it'd be great to see this added! There are a number of spots in my game where it'd come in handy.

    Another feature/option that'd be nice (might actually help the above) is to not force the player to fall when hitting a ceiling, but "push against" the ceiling until the whole jump has finished or the player lets go of the jump button. It's a somewhat uncommon mechanic but still useful depending on the game.

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  • Construct's platform behavior has always had a weird way of rounding off corners. I've tried forcing the player down a few pixels when running over gaps (using collision offsets) but nothing has worked very well and if it does it looks bad.

  • I'm a little bummed at the gamepad, it doesn't seem to have a start or select button.There was talk of a touch-screen on the middle of the controller during the kickstarter (notice that circular pad?) but I haven't found any info on it since. Maybe that will contain customizable commands including start & select?

  • Ashley Sorry for the late response. This bug occurs much less frequently as of r113/114, and is very difficult to reproduce in the example now, but unfortunately it still happens from time to time in my other projects.

    Actually this may have introduced another bug (it may just be my code, I'll look into it) where your player is pushed upwards a few pixels after stopping on a slope. I never had that happen before r113 so..

  • Might want to look into the TMX Importer plugin by RexRainbow. It allows you to use tiles in your game without building your own editor since C2 isn't really made for that stuff.

  • Since that would functionally destroy tiles, wouldn't some sort of portal rendering to disable/enable collisions or destroy/load tiles be better? I specifically remember asking this question (but for CC) and everyone shot down the idea because VRAM usage would skyrocket..among other things I can't recall right now.

  • Have to remake the game unity which comes with the dev kit.

    Figured :\</p>

  • This has actually been around since day 1, and was even a problem in CC, but got much worse in C2 r112.

    If you are jumping and move on to a platform horizontally - often when pushing up against it - there's a chance that your player won't land but instead get stuck in a sort of jumping/landing limbo. The only ways to get out of it are to jump again, walk off the platform, or stop moving horizontally in which case the player will do a short "hop" that is actually the remainder of the previous jump.

    Here is a .capx to easily reproduce this bug.

    The player is yellow when on the floor and orange when not. Just hold right and jump to that higher platform while moving and chances are you'll "land" but remain orange.

  • Not sure if this is a bug or some sort of browser thing as usual, but it takes about 1 whole second for muting or volume adjustments to take effect. This is bad if you have instant pause-menus that decrease volume or music that fades in or out.

    .capx here