TwinBlazar's Forum Posts

  • Questions:

    1. since the Wii U got only 2 GB RAM, does C2 manage resources more carefully on Wii U? (I recall seeing my game eating almost 1 GB after several hours of consecutive play) Does the console simply crash if you used up all the console's memory?

    2. For bigger games, do you have to optimize or do anything extra for Wii U?

    3. Performance-wise, how do your C2 games run on Wii U compared to modern desktop using Chrome on Windows with mid-end GPU like GTX 750? (I heard some article claimed Wii U only has the strength similar to the old ATI 48xx card) How well does it run your C2 games?

  • There are several ways you can do this, and this also depends on your sprite images too.

    Do you want to use 2 objects (enemy image and spear image) or 1 object (a single image that has an enemy holding the spear) ?

    Can you show us all frames and images of this particular enemy? This is so we know what kind of events you need.

  • If I understand you correctly, you have an enemy that has spike shield and player must kill it by stomping it from above?

    Something like this enemy? See 1:20 of this video https://youtu.be/ZJuxdR0KH-s . The enemy with spike at the top?

    Please confirm if this is what you want.

  • Can you try change your layer background color to red or blue? This is to see that the preview does indeed draw the game correctly.

    Also, I have a feeling that you might be using Letterbox Scale. See

    https://www.scirra.com/tutorials/73/sup ... reen-sizes for more info. Because right now, your layer backgroundcolor is black which is the same as Letterbox Scale's filling color.

    [quote:11lui5sr]Letterbox scale mode simply scales the game to fit the window. If the aspect ratio does not match, black bars appear down the sides of the window.

    Is this indeed the case?

  • You need to assign a variable into the object player needed to collide with. You assign variables of these objects in a running number. (ex. 1st object created is assigned 1, 2nd object is assigned 2, etc.)

    You will also need to assign a variable to the player and assign a number that player needs to go for. (in the case, the 1st object, which has the variable value of 1, so you assign 1 to the player's variable, too.)

    When the collision occured between the player and the object, you checked for the numbers of both the player and the object. If both numbers are the same, you can destroy this object and assign the next number the player needs to go for, in this case 2. Else if the numbers are not the same, game over.

    Do you follow so far? If not, say so, and we can help you in finer details.

  • Array only takes in number and text, not the object type. Because of this, you may wish to use either number or text to refer to an object you want.

    But may I ask, what are you trying to accomplish? Why do you want to store object type in an array?

  • for 1, from https://www.scirra.com/manual/117/textbox , I see only this action:

    [quote:2kb1mzwn]Scroll to bottom

    Scroll to the bottom of the control. Only has an effect when set to the textarea type, since it is the only multiline mode. This is useful for chat or log style textareas.

    I wonder whether there are other external plugins/methods.

  • for 2, yes, I did that in my games. See the following from the manual's System Expressions page:

    [quote:3hykzyoa]

    left(text, count)

    Return the first count characters of text.

    len(text)

    Return the number of characters in text.

    You could create a variable (let's call it "letterCounter") that keeps increasing by 1 every 0.1 seconds, for instance, you will then put in letterCounter into left(yourTextHere, letterCounter) and put the text returned from this function into the text object or spritefont object using their "set text" action every tick. This will show yourTextHere text character by character at the speed of 1 character per 0.1 seconds.

    Tip: for performance reason, text object has very poor performance when it needs its text change every tick. (even on desktop, it kicks your framerate down to the point that makes your computer that can run Crysis 3 on high graphical setting to cry) You may wish to use spritefont instead as there will be no performance impact when you keep on setting the text every tick.

    EDIT: oops, sorry, you want TextBox's Set Text action, not Text object:

    From https://www.scirra.com/manual/117/textbox :

    [quote:3hykzyoa]

    Set text

    Set the text currently entered in to the field.

    The idea and what can you do should be the same though.

    ----------

    for 1, anyone else wanna give currypuff a hand?

  • Realistic blood? I believe what you want is not realistic blood but rather art that pops. This is more of an art and animation question, but on the technical C2 side, for static bloodstain, you will probably need canvas plugin to have bloodstains all over the place without having actual blood sprites: plugin-canvas_t64239

    For blood spill animation, you might want to read on some animation principles and look through how some games made bloodspill look good frame by frame and try imitate them. For example: http://www.spriters-resource.com/arcade ... eet/32529/ See how blood got splashed on Metal Slug?

    Also, this is a good read for animation: http://www.gamasutra.com/view/news/1766 ... _games.php

    While some games use simpler to do "red dot" particles for a visual eye candy, having many objects like that tend to drag your CPU down with it. If you can make eye catching animation like in Metal Slug, you will only need just 1 explosive animation sprite and not 100 or so red dots per bloody explosion. But again, this is up to you.

    Also, it is possible to use 1 object to show 10 bloodstain or bloodsplash, for instance. This is more work on art side, but it will use less objects, make game smoother and trick player that there are so many objects when actually there are only few.

  • Because we don't see any image or video or any deep down details of this problem, we will not be able to help you at all.

    How about post some video of this problem on youtube and give us a link so we know what you are talking about? Also, provide us a cut down version of your capx if possible.

  • pin on every tick...? you need to pin only once and the object will be pinned permanently until you unpin it.

  • move along? Did you pin the robot on the invisible sprite or did you give bullet behavior to the robot?

  • I have a feeling your "faster moving in debug mode" means the objects move in a stutter fashion in a lower framerate. If this is the case, see https://www.scirra.com/tutorials/67/del ... dependence

    In debug play, games tend to stutter a lot given there are lots of information to process and show to you.

    [quote:3dm24cee]which version do i trust?

    trust the normal version, not the debug version. The true performance is on normal version.

  • A few things you may want to test:

    Is the robot in the layout's bound?

    Does the robot somehow moved away? (you can try "debug preview" of C2 and check for X and Y coordinate of the robot to see where it is)

    In fact, can you try make it so the robot is right near your "scroll to" object and then preview the game? Does the robot move or anything?

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  • We don't understand. Please add more details.