Wraithforge's Forum Posts

  • As an experiment, I uninstalled the original copy of Construct2, and reinstalled. A Construct2 folder already existed, so I installed there. Same error happens.

    Later tonight I'll delete the folder before trying again.

  • Thanks for your reply, Ashley.

    I suspected that's how thing were supposed to work. Sadly I tried a "save as" before originally posting. I still get the same error.

  • I was wondering if anyone knows what this is. I upgraded to the latest version of C2 a while back, but I've only launched the program recently.

    What I get is a message that says the following:

    "Some files are missing from the project. They may have been deleted, or the project may be corrupt. The missing files are:

    Files\icon-16.png

    Files\icon-32.png

    Files\icon-128.png

    Files\loading-logo.png

    The project may not edit, preview or export correctly until these files are replaced."

    Notes:

    --I've never heard of these files, and I know I didn't create them.

    --Much older versions of my project don't have the problem.

    --Sometimes my project doesn't load properly when I test it in my browser, giving me a solid black screen. Refreshing the screen fixes it. I'm wondering if the problems are related.

    Any idea what this is, and how to fix it?

  • I think LittleStain's example might be what I'm looking for. Not sure yet. I don't understand some of the things happening in the capx yet, but I'm puzzling it out. I'll edit this post, later, with my findings.

  • Thanks for the replies! I'm going to investigate your suggestions.

    Still might be a problem, though...

    Drawing a solid path/line is just an example of the behavior I need.

    In actuality, I need the particles to be fully dynamic, like a normal particle system. Random rotation, speed, spray, etc.

    For instance, what about a smoke trail? I need to drop in smoke particles that never stop spraying at the proper rate, no matter the mouse speed or frame rate.

    I'm going to see if maybe LittleStain's example might be possible, somehow. I would appreciate any more feedback anyone has.

  • I'm trying to create a custom particle system to leave trails behind objects. Think of it like drawing on screen. Where ever you move your mouse, a particle trail is left behind, which looks like a drawn line.

    Here's the problem...

    If you move too quickly, you get a dotted line, instead of a solid line. Lower frame rates also create a dotted line. It's completely frame rate dependant. Nothing happens between frames.

    I need a way to create particles in their proper locations, in between screen renders. (Bypass the frame rate.)

    Pretend my frame rate is 1. If I move my mouse across the screen, I need the engine to keep track of where each particle should have been created, and show the proper result at the end of one second. A line, no matter what frame rate or mouse speed.

    (Currently, all I would see is a dot where I started, and a dot where the mouse stopped.)

    **Note: Increasing particle flow rate has no effect. Nothing happens between frames.

  • Thank you both! I'm feeling MUCH more confident now.

    Jayderyu:

    That's a great distinction. Thanks for the extra details, too. It's quite helpful.

    Ashley:

    That really cleared up my biggest concern. Also, I just reread the performance tips page, and noticed the "on screen" distinction is in there. I just missed it the first time. So, thanks for being generous, and posting it here as well.

    Now I'm off to figure out how to use the "objectcount" expression in a text field. /salute

  • I read the article on general performance optimization, as well as the blog on RAM usage. I'm a little confused.

    The best way to save RAM is to use small objects that get reused, or tiled. It has also been said that using lots of objects is bad for performance. If you're using small objects, you're going to need a lot more of them to fill out a level.

    So which is worse? Huge tiles, or tons of small ones?

    I'm not confidently clear on how to really, truly optimize a game. Is it really just a balance between RAM and processing? Are there any general guidelines or methods that take both RAM and processor usage into account, equally?

    Also, why does a tiled object count as 1 object, but particle effects count as hundreds of objects?

    Edit: I assume all instances count as individual objects?

    I could really use some more clarity, overall.

  • Thanks to everyone who provided feedback here. Working through different methods of doing things is just going to help people make better games.

    /respect

  • Rockwell, I'd still be interested in seeing what you were working on. I've been experimenting with several different ledge grab methods. Haven't yet found one I really like.

  • Got it figured out. I've been able to create several different results, actually, with varying player control levels.

    The simplest method was to set a variable when ever a wall jump happens, and then tell the object to move at a specific angle until falling. In my case it was 180 or -180 degrees. That's the basic idea, at least.

  • Sure thing.

    drive.google.com/folderview

    Woah! I just realized, I think I misunderstood something crucial in one of your posts. (Forgive me, I've been awake for about 24 hours.)

    Going to make some adjustments and see what happens.

  • The man himself. :) Thanks for the feedback. Really appreciate it. I'm still in the same boat, however.

    What happens is, the object pushes away from the wall in the X axis, then it stops, and continues to move straight up in the Y axis, until apex. Like an L shape movement.

    I need some way to tell the object to continue moving away from the wall, until player input is restored.

    I've got a few ideas, but they seem overly complicated. The price I pay for being a newbie. ;)

  • Ha! I knew it was something super simple. I was overthinking it. Thanks for the help!

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  • I?ve been testing wall jump mechanics. Currently I?m playing with this tutorial. scirra.com/tutorials/452/platformer-enhancements-wall-jumping

    My problem is that the player has too much control up front. Here?s what I want to test out:

    -Player performs a wall jump

    -Character object moves on it?s own, until the jump reaches it?s peak. (Player has no control until this happens.)

    -Once peak jump is reached, control is given back to the player.

    Sure, I can easily take away player input, but I don?t know how to make the player object continue moving. It just pops slightly away from the wall, and stops.

    It?s this sort of popping away behavior that?s bugging me. I want the jump to follow through, automatically.