Tokoyoto's Forum Posts

  • 9 posts
  • That's pretty much what I was looking for, yup. Thank you very much.

  • So, a bit of an odd one.

    Horizontal sine causes an object to move left and right along the X axis.

    Vertical sine causes an object to move up and down along the Y axis.

    Forwards and backwards causes an object to move... well, back and forth, along its own current angle.

    Is there a way to make an object move from side to side along its own current angle?

    Like, if the object's angle were 0 or 180, it would sine up and down, but if its angle were 90 or 270 it would sine left and right, and so on for other / more diagonal angles.

    I'm trying to make a weapon that does this: https://i.imgur.com/FgD8U1v.gif

    but can be fired at wherever the mouse is and still maintains that pattern. Currently it only works horizontally, and I could manually configure it to switch sine styles when shooting vertically, but there's no clean way I can see to keep that movement pattern on diagonal angles.

  • Alright, that gives me a solution to the scene transition issue--but my player character is using the bog standard Platformer behavior, and is still moving a lot slower for some people than others. According to that article on dt, it shouldn't be impacted by refresh rate the way "per tick" events are.

    Any idea what could be causing regular behaviors to run slower...?

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  • I wasn't sure if this was a bug or a "how do I" kind of question, but I'm putting it here.

    I've ran into one issue already with per tick being altered by (I believe) refresh rates--I had a wall that would move a certain distance per tick, and players of my game that had high refresh rates complained about the wall moving impossibly fast. I switched the wall to a normal bullet behavior; lo and behold, no complaints. I don't have a high refresh rate personally, so I can't verify if this was the problem or not--I just know "move X per tick" was moving much faster for some people than it was for others, and since switching it to a bullet behavior, that has changed. The person who pointed it out to me had, themselves, a high refresh rate, and believed that to be the case; if it's something else, I'm open to possibilities.

    I'm now running into a situation where my game runs physically slower for some people than others, and events that are tied to ticks specifically run at a vastly different rate.

    Compare the gameplay in this video: youtube.com/watch

    to the gameplay in this video: youtube.com/watch

    the first is notably slower in everything from the platformer movements on down, the second is closer to how the game runs for me. More specifically, the transition I set up between levels (about 1:26 in the first video, about 2:03 for the same transition in the second video) takes forever for one person but runs at an expected speed for the second.

    Is there any way to equalize / normalize this? Is there something I'm doing wrong in my settings to cause this? It's resulted in drastically different experiences for different players (as one can see by the frustration of the first player).

  • I think you might be right, actually. Thanks.

  • So, the last time I used Construct 2 was like two years. At the time, global variables in a game automatically saved (into cookies, I think?), so anything that was a global variable kept up from one play session to another. You could close a game or refresh, and come back, and the globals were still whatever you'd left them at. I still have a game I uploaded to GameJolt that works this way--I know I never messed with local storage objects or anything, the game just... automatically saved globals on its own.

    I guess games made in Construct 2 no longer do that? I really don't want to have to manually call loads and saves on every global variable for every upgrade in my game; is there a way to set it back to the old way, and have it just automatically save stuff to cookies? Am I making sense?

  • Got it! Steam was set to automatically run in compatibility mode for some bizarre reason, and thus every program running via Steam thought I was in Vista. Thank you very much, everyone!

  • I've updated Windows Media Player, updated audio drivers, downloaded all the Important Windows Updates and most of the Optional Updates (I don't think my lack of a Bing Bar is the problem). I've also ran Malware and virus scans. After going through all that and numerous restarts, no change; it still seems to think I'm running something pre-Windows 7.

  • I wasn't sure whether to file this under bugs or not, as I'm hoping there's some basic setting I can switch or... *something,* and that it's not an actual bug. Here's my problem:

    My computer is convinced that I'm running Windows 7. I got this from running winver via the Start menu.

    <img src="http://i40.tinypic.com/2zsqh6f.jpg" border="0" />

    Here is Microsoft's website, also convinced that I'm running Windows 7.

    <img src="http://i42.tinypic.com/abs4ma.jpg" border="0" />

    But here, Construct 2 Personal doesn't seem to believe me when I say I'm running Windows 7:

    <img src="http://i40.tinypic.com/qs62hk.jpg" border="0" />

    Am I missing something? Is there a toggle I need to switch, or something in the preferences that might be messed up? I've tried running it as Administrator and whatnot, still no bueno. It is a legitimate version of Windows 7, it came with the computer I bought at Wal-Mart.

    As a bonus, here's where I attempted to circumvent the problem by converting a file to AAC myself, manually, via an external program. Construct refuses to convert the AAC file into AAC. Okay.

    <img src="http://i39.tinypic.com/2j2f7ts.jpg" border="0" />

    Somebody please tell me what I'm doing wrong, I've been pulling my hair out for like two days now.

  • 9 posts