Xionor's Forum Posts

  • Are you using a touch-related Plugin? Try turning it off. Try turning off other plugings systematically, could be one of them is randomly affecting this.

    Try removing your Touch Object and adding it and it's events anew.

    CocoonJS changed the way it detects and handles some touch and accelaration/motion events and returned values in 1.4. Could be your project is tryng to execute obsolete code.

  • 1) You asked about having different Opacity on creation(initial opacity). You're however disciribing the timeout setting. Is that what you mean?

    2) Spray cone is essentially the angle. However if i'm still understanding you wrong, then there's 2 other settings that help you randomlize the angle - Angle randomizer in Lifetime settings and X and Y randomization in the Initial.

    3) There's almost no performance difference between using 1 Object with a Spray Rate of 50(particles per second) or 5 objects with a Spray Rate of 10. If you want to change common settings for particles, group them up in Families. You can change the settings for the whole family at the same time!

    4) No it doesn't create extra events. It's extremely simple.

    -> On (Desired Condition) Set Rate to 0.

    -> When no particles on screen > Destroy Particle object.

    I recommend you learn how to group events and use families, it will make it extremely easy for you to handle projects with lots of events.

    That is perhaps the biggest challange for many indie game devs - staying organized.

    Also the Particle object really already does all you're requesting.

    I suggest you read up scirra.com/manual/135/particles here and see for yourself : )

  • jayjaymozza

    No, it is NOT possible to make 3D games with Construct 2.

    If you were talented enough to make Construct 2 work with 3D then you have enough skill either to use your own game engine or for example Unity.

  • 1) On layout Start(or any desirable event) set initial opacity to random()

    2) On layout Start(or any desirable event) set spray cone to random() (i assume you mean the spray cone)

    3) Make a few different particle objects and give them different random() timeouts on the particle creation. For example 5 particle objects give you particles with 5 different random timeouts.

    4) Simply stop the spray when you think you're done, and destroy it when no particles are on the screen anymore. This is done by using Set Rate to 0.

  • The browser you're using probably has different version on both devices or is simply written differently for both devices, OR the settings of the browsers are different.

    I suggest using CocoonJS to test your games on the iOS. You'll notice 2-3x better performance :)

  • I think it might be a hardware/software issue.

    Some of the games I make stutter and flutter a bit on my high end PC, whereas they run smooth as butter on my girlfriend's old laptop.

    Some hardware/software combinations simply give out really weird and unpredictable bugs/results. Welcome to the world of programming :)

  • Hm, I'm curious to know what the message means too.

    It only appears in WebGL mode. Canvas2D doesn't bring up the message.

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  • I use random in my own apps and I can assure you it's quite random.

  • Go back to your ponies.

  • Ashley I get the same message when I tried to build with phonegap. "This app isn't using the latest version of PhoneGap." when i tried to build it on their website. Then I just gave up on compiling with phonegap.

  • > Performance has gone DOWN for me.

    >

    > Any updates of the Text object in particular seem do bring Cocoon 1.4 to its knees.

    >

    > FPS drops from 62 to 11 when i make a Text object display int(Touch.X) for example.

    >

    > Also any games, including Scirra's own Space Blaster experience hickups every time a new resource has to be loaded in - like a new type of enemy.

    Though that`s just an example, this may be able to help you about the text things:

    http://www.scirra.com/forum/why-are-text-objects-more-intensive-with-webgl_topic65487.html

    shaircast

    Thank you, didn't know the Text object didn't directly work with WebGL! : )

    Performance is good now!

  • How is that an issue? Seems by phone design to me. In any case it's probably your phone.

  • Performance has gone DOWN for me.

    Any updates of the Text object in particular seem do bring Cocoon 1.4 to its knees.

    FPS drops from 62 to 11 when i make 5 Text objects display 5 different touches with int(Touch.XAt(#)) for example.

    Also any games, including Scirra's own Space Blaster experience hickups every time a new resource has to be loaded in - like a new type of enemy.

  • Has Ashley even updated r136 for CocoonJS 1.4?

  • Do you mean ray casting or am i not understanding you right?

    I'm not sure how would you achieve ray casting in Construct2. I've read about some people trying but I don't know if they ever succeeded.

    If not ray casting, then you're asking about pretty basic stuff, so I think it would be best to actually check out the Tutorials and Demos first and the manual! I personally read the entire manual before i started doing anything serious with Construct : P