Vpick's Forum Posts

  • Safari 11 supports WebRTC and Remote Preview works!

    Oh wow! Does this mean that with IOS 11 we may be able to develop on our iPad? I apologize for my ignorance.

  • ++ to positive vibes <3

    i'm still plugging away in C2 now, waiting for the gamejam week so I can import my large project to stress test it a bit. Keep up the great work!

  • It doesn't work as a vector, is converted to raster.

    Bummer, makes sense though. Still, it'll be nice to make images in vector and not worry about having to downsize/mess with them before importing. Great little feature.

  • https://www.construct.net/make-games/releases/beta/r15

    I saw this little line mentioned in latest build, and thought it was worth talking about.

    [quote:172k0dut]Import SVG files into the image editor

    Since I am unable to test this right now, I'm am curious about a couple things.

    1.) Does the SVG work as a vector image once imported, or is a converted into raster (I know little about how vector images work...)?

    2.) Is this a totally new thing for construct? I am not aware of having vector support in C2.

    If anyone has tried it out, how's it working out for you?

  • It's simple. All you have to do is open Construct 2 in Construct 2 and export to HTML 5, then you can run it in any browser on mobile.

    (If for whatever reason it's not clear, this is a joke. However , if you somehow get it to work you're welcome and you now owe me $10$.)

  • Are you using the platform behavior for your player? If not, your player may be having an issue with frame rate dependence, which can cause odd stuttering.

    https://www.scirra.com/tutorials/67/del ... dependence

    If you could post the capx I may be able to help

  • I ran my game in R236, Approx dl 143, mem use 147.7mb, events 883, in Chrome, with windows 10. It ran without any crashes, even though it (understandably) lagged compared to nw.js

    Hardware Specs: i3-4330, 8GB DDR3, R9 280X, 1080p panel at 60hz.

    > Honestly, the main thing I'd like would be some sort of built in source control. It's not too hard to set up something that works decently already, but something native would be fantastic.

    >

    Yet another spam copy/paste of another user: https://www.scirra.com/forum/construct-3-any-news_p1069462?#p1069462.

    Hey, I'm popular!

    Seriously though, what is the reason anyone would copy/paste posts? I mean, it's not hard to quote and agree to something if they really give a hoot.

  • Vpick ahhh, is it only the single player object that uses the behavior?

    Our game ( http://store.steampowered.com/app/334190 ) has it used by most enemies as well, so the effect stacks pretty fast (and leads to missed collisions so players fall through floors, varying jump heights, and other issues when FPS drops below 60, so we have to keep the minimum specification requirements very high)

    It clocks in at about 644MB and 1935 resource files, but over half of that size is due to soundtrack and video files.

    Interesting. Yeah I only use it for the single player. All enemies have customer properties setup that are probably a bit more cumbersome, but haven't caused me any issues.

  • Vpick any chance your project isn't a side-scrolling platformer? I have suspicions that most people who suffer poor performance are using the platforming behavior (including ourselves)....

    But yeah, the interface of C2 is so much more intuitive, but if 8-year-old-me was able to figure Clickteam products out then I think it doesn't matter that much in the end <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Heh it just so happens to be a platformer! xD http://i.imgur.com/XoKwqRo.gifv The gif is only 30 fps, but the game runs at 60 consistently. We'll see how it runs when it's bigger, but so far it's about 300mb, 900 events, and a boat load of environmental assets (trees, grass, etc).

  • I know some people are saying they like how Fusion has native exports, but my fairly large C2 project runs pretty great on lower end desktops. Not sure about mobile though, maybe that's a big difference.

    Either way, I bought the bundle, and will probably learn a bit more about Fusion, but as of right now I just like C2's editor and interface so much more. Adjusting collisions, editing levels, handling layers just seems so much more intuitive to me. All subjective stuff though.

    The install creator alone is why I jumped on that deal, it looks fantastic.

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  • My friend figured it out as soon as he saw the GIF! Crazy.

    Ok, so I had to apply the delta time function to the camera I made, as it wasn't frame rate independent like the player that it follows (the Player object uses the platform behavior which already has Delta Time applied to it). Before setting up the camera, I noticed that every once in a while the game might hitch for a fraction of a second, but when I added the camera without the DT function, the ball would just jerk when the game would hitch (very technical, eh?).

    Anyway, for anyone adding a camera to follow a player that's using either the platform or 8 direction behavior (I believe it's different for the Physics behavior), here is how you set it up so that it is framerate independent:

    • Create a blank sprite near your player (preferably on the same layer, though this isn't necessary as long as there is no special layer properties such as parallax), this will be your camera, From here on we'll assume the player object is named "Player", and the camera sprite is named "Camera"
    • Give the Camera the "Scroll To" behavior.
    • Remove the "Scroll To" behavior from the Player object if it has one.
    • Do the following in the corresponding event sheet: Add Event > System > Every Tick. Then click"Add Action" > choose the camera sprite > "Set Position".
    • For X enter: lerp(Self.X, Player.X, 1 - 0.012 ^ dt)
    • For Y enter: lerp(Self.Y, Player.Y, 1 - 0.012 ^ dt)

    The "0.012" number you can adjust between 0 and 1 for different camera following speeds. I have a very fast player object, so I have the camera follow very quickly, but you can tweak the number as you see fit. If you need more information on lerp or any other aspects of this, there are numerous camera tutorials out there, but all of the ones I came upon skipped the part for Delta Time, and they looked like this:

    X = lerp(Self.X, Player.X, 0.012)

    Y = lerp(Self.Y, Player.Y, 0.012)

    Hopefully this makes sense to some people or helps one of you down the road!

  • The basic info

    Here is a GIF of the movement. What is happening here is the player character (orange ball) is falling from a high area, and moving at about 1200 px per second (different speeds are the same), and the red text is an FPS counter. I move left and right a bit to show that it's happening.

    http://i.imgur.com/NpPUrST.gifv

    All the other details

    A few days ago I notice that I am getting jerky movement while moving around the main character in my game, and after a few hours of messing around with no results, I started a new project based on the platformer template, and was getting the same issue. The odd thing is that this only appears to be happening on my work PC, and not the one at home.

    Things I have tried:

    • Running the game in different browers, as well as nw.js
    • Updating Construct 2 and nw.js to latest beta
    • Updating my video driver
    • Compiling the project to see if perhaps it'll run better that way (nope!)
    • Blood offerings to Cthulhu
    • Putting an FPS counter (as seen in the GIF) to see if the jerky movement coincides with FPS dips (it doesn't)

    Since I'm planning on releasing a demo for my game in the coming months I would like to get this taken care of asap so hopefully nobody else has this issue, or at the very least figure out what's causing it so I can put a disclaimer out.

    Honestly, the main thing I'd like would be some sort of built in source control. It's not too hard to set up something that works decently already, but something native would be fantastic.

    Other than that, most things I'd be interested in are just quality of life improvements that could just go into c2.

  • I didn't notice (or forgot to mention) that all properties except for the angle were carrying over.

    Thanks Gmoney, looking at your capx I was able to figure out how to get it working. All I had to do was define the angle of the particles when they spawn, rather than relying on the properties of the particle object that I had in the layout.

    To summarize:

    1.) I made a particle object, defined its properties, and put one instance of it in the layout outside of view.

    2.) After making the player object spawn the particles on landing, all custom properties from the particle object were showing up, except for the angle.

    3.) In the event sheet, I defined the angle of the particles on their creation by the player object, now it works great.

    Thanks for the help!