wizaerd's Forum Posts

  • This would be good but actually there is no really need of it and scirra is a very small company so they should focus on increasing features.

    For image creating you can use gimp and paint.net they are free and they have much more functions

    If that's the case, why have an editor at all. Create all your sprite artwork, regardless of how simple or complex in some other application. Because circles, triangles, and text are such intensive graphics processes, I can see why Gimp or Photoshop would be required for them.

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  • you can make a circle using the brush tool, you just have to set the brush size

    It's a filled circle. If all you want is an outline, you'd have to use an eraser a couple pixles smaller and hope you can center it well.

  • In th Sprite Editor, it'd be nice if we could get some other primitive shapes along with the rectangle, such as triangles and circles. As well as being able to include text (which I know would get rendered int the image).

  • Create a sprite with a circle then dynamically re-size it to show a variable "radius/range", and it ends looking like pixelated crap. That is not runtime drawing of a circle, that is displaying an image and re-sizing it, and it looks horrible. It's what I did first before looking for an alternative (aka Canvas plugin)

  • Unfortunately, I cannot do without the Canvas plugin since there's no other way to draw circles and lines in realtime...

  • Actually, I found it. And it's kinda bumming me out. I have a debug mode that displays a lot of object information, and also uses the Canvas plugin to draw circles (reflecting object rnages). Redardless of the mode is enabled or not, it appears to be doing something. When I disable the whole group, it jumps right up to 60. So obviously I need to re-think my debug mode display.

    (BTW, even though I call it a debug mode, it's not really for "debugging"... it's to give the player additional information.)

  • I've been developing and testing a small little platformer in Chrome, and I've been really happy so far (besides a few little quirks here and there) with the performance. But on a whim, I decided to monitor the fps, and it's consistently betwen 27 & 30. Personally I don't see this as a bad thing (heck broadcast animations are only at 29fps) but I keep seeing people here in the forum reporting 60fps and sometimes higher. My platformer isn't really anything all that complex, and there are not a whole lot of objects on the screen, so I'm befuddled as to why I'm at 27-30 fps when everyone else is reporting 60.

    1 layout, 76 events, 2 tiled backgrounds, 2 main sprites (player and enemy) and something like 15 objects or so.

    So what really is an acceptable fps for a browser game? Is 27-30 as bad as it sounds (when compared to 60fps)??

  • Thanx. I don't know how I missed that, but thanx.

  • I know about instance and global variables, but they are persistent throughtout the whole layout (or game). But is there any way to declare a temporary local variable that could be checked in a subevent, but would be removed/destroyed at the end of the event/subevent?

  • I have a question about the Canvas plugin. I started using it over th weekend because I needed some additional drawing functions (lines, circles, arcs, paths, etc...) so I downloaded this, and so far I like it. However, is this the Canvas2D renderer providing this functionality? I ask because in some of the tips & techniques postings I see that WebGL is allegedly much, much faster than the Canvas2D renderer. If this is indeed that renderer, any plans on updating this to use WebGL?

  • Can the beta version of C2 run alongside a stable version of C2? I've always avoided betas. But I am curious about the new debugger and profiler, but I don't want to stop working with the stable (lol...) version of C2.

  • Experiment with it through several iterations and you start noticing the glitches in the zombie animations. Moving when he shouldn't, or the wrong animation, or not attacking when he should be, either skipping the Hit animation completely, or in a couple of instances, it just stopped on the hit animation and didn't do anything else. After trying it several times, it just doesn't feel right nor look right to me.

  • I guess I should've included basic instructions... Arrow keys are normla, LEFT & RIGHT... UP or SPACE is jump. 1 (not keypad 1) is shoot basic ammo, and 2 is a super ammo (greater range and more damage)...

  • It would take a considerable number of screen captures to get this all, seeing as it's more than just this. Too bad you don't have the Canvas plugin and could open the capx...

    I'm basically trying to build a state machine for the enemies, where each enemy could be in 1 of 6 states, each with it's own animation. Moving, Idle, Range Attacking, Melee Attacking, Hit, and Dying.

    Perhaps it'd be better if you tried it yourself.It works, I just feel that's messy. And I haven't implemented the Melee attack yet.

    Sample

    It hasn't been optimized for actual online, and I've never actually attempted to play it onlinse, so no guarantees it'll work well.

  • I can't really do it as I'd write it in code, seeing as I cannot do a switch statement, elses are problematic, and compound boolean expressions are close to impossible. Plus there flow of events, one doesn't have any real control over them and their order of executaion whereas in code I would. Oddly enough, I was able to do this very thing in GameMaker Studio, and it worked great but alas jumpthrough and moving platforms are a big PITA, which is why I thought I'd re-create it in C2. I really woulda thought it'd be easier or more accessible than this.