zhroguexe's Forum Posts

  • Hey guys... it's me again :/ Sorry for these question spams, but i've been working on this project for a long time and every issue i've had i've written down and said to myself that once the main part is done i'd check and fix those issues, and there's almost none left!

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    So here's the deal: When you Fetch products from CocoonJS do you fetch the product on start of game or on start of layout(level)?

    Here's an example to clarify: You're playing a shooter game and you run out of ammo so you go to the shop to buy ammo. Do you fetch the"ammo" product each time the layout (level)starts (which is many many times since you die a lot) or can you do a single fetch of the product "ammo" at the start of the game?

    If it was a normal separate layout that started only once i'd do what i've always done and thats fetch on start of layout, but on a level layout that is bound to restart many times fetching each time the layout restarts seems quite wasteful of the user's resources, or does it not make a difference

    Yeah hope this made some sort of sense lol, i can give more examples if you guys want

  • Thanks for all the answers guys!

    I read somewhere on the forums that this is what's causing the issue (as stated in some of the answers here as well) wikipedia link : /wiki/Power_of_two

    The tiled background has to be a power of two in order for it to work the best...

    Now i've fixed it, went to 32x32 for the small objects and as far as 1024x1024 (or whatever numbers it was) for the big boys

    I still dont know if this will fix the issue as i have not yet rendered the project to test on mobile, but i assume this will be the fix to it.. I MIGHT come back here and say if it's workin once i've finished with the huge bug Fix but as far as intuition goes, im very positive on this

  • hey guys i have another weird question for you

    im using a tiled background for my "ground" in game and the tiled background has a sprite that has to repeat(so i dont have to copy paste the same sprite over and over again), problem is, on hi res phones (i presume only on those) each time the sprite is over you can see a small almost invisible line a little lighter than the color of the pixel before it that separates each sprite in the tile

    In photoshop i check the names of each of the colors on the pixels on each sides and they are practically the same idk why these few devices i tested it on show these lines at each end of repeat, so weird :/

    any ideas? Im kinda worried about this because it's not appealing to the eye, and i thought i had gone through this already and fixed it way back when i first started.. guess i just thought i did huh xD

    P.s. to give a "visual" (kind of) idea:

    H is the sprite that we are using in tiled background

    this is how it shows on editor in construct HHHHHHH

    this is how it shows on one of the phones i tested it on ( and a tablet as well ) H|H|H|H|H| (the | between the H is almost the same width if not thinner and the space between the| and H is 0 in the phone preview i mean )

  • Oh okay guys thanks for the reply's i thought so hah, wont bother with it then

  • My game is almost complete (yes, after almost a year of working on it... such little time i have :c) and i've been testing it from the Play Store's Alpha test options and my friends are loving it so far. Today one of my friends, after i told him that the ads that were playing paid me 0.000 something, my friend goes and asks me why i dont make a fake button on the other side of the screen so if some, unfortunate, fellow wants to close the ad he has a 50% chance of failing and clicking it, thus increasing the app's income...

    So, besides this being a cheap shot, how would you guys go about doing this? I dont think that the ads that are displayed can be "edited" so any ideas?

    TLDR: add fake X to ads to confuse users /

    or move the X to one of the 4 corners of the screen at random so that the user, once he thinks that the X is on one corner he will click there by instinct as fast and possible only to miss and click on the add

    P.s. im only considering this idea from a programming point of view,

    p.p.s sorry for bad english im not smart

  • Yes thank you very much, i had found this on another page and it does work

    for those wondering

    first disable your character's "scroll to" cause then it wont work

    then set scroll to position ( character.x, character.y )

    you can now add a variable and do this

    Every tick scroll to position ( character.x +-= variable, character.y)

    and have the variable change based on preferences

  • Hey guys it's been a while since i last needed your help, so here it goes again :/

    Imagine you have a portrait game where you are falling from the top to the bottom, each time landing on floating solid ground, okay, here's the problem: When you landed successfully on one of the mario styled grounds, how do you set the camera to be able to see the next one? From where my character is the user cannot see the next bar/ground he needs to fall on to next, thus making it a "lucky" guess kind of thing, which is something i definitely don't want!

    any ideas on how to fix this? ( i was thinking of doing something with the camera view maybe? )

    Hope i was clear enough lol

  • confirming it works! thanks for all the help man, i might need it again because theres only one more thing left that is hard to do in my game, but thats kind of near the end of the level(yeah i first draw my levels how silly is that) so i wouldnt worry about it JUST yet haha anyways +repped (dunno how to actually rep lol)

  • Thats amazing! Thanks for the help, i got it down now and i just finished adding the first few of these "blocks", atm im struggling with the transition from one square to another, because the gravity zones are overlapping, so im thinking about disabling them one at a time when the moment is right so the player can jump from one square "world" to the other, yeahhhh "struggle" i'll get around it eventually lol

  • thatserafimkid hey man i did all you said and the way it turned out is so epic i cant believe this is even real haha, going to add this mechanism to the remaining levels it is going to kick butt!

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  • The image point so I can position the inside marker at the edge of the character. The InsideMarker is not a nose lol, Its needed to test collision when doing an inside corner rotate. All three markers can be set invisible and it will run the same.

    Self is just an easier way to refer to current object your giving commands to. Rather then write Sprite2.Angle I can do Self.Angle if my condition already refers to the object.

    The Angle is just an expression of the sprite object.

    Do a little reading in the manual about objects and expressions to get yourself familiarized.

    Try this for the jumping off the ledge problem.

    The purple half circle are what I call the gravity field. By increasing the size of those you can change how far your character can jump while still getting sucked down to the platform. Those can be set invisible. Easier to see the effect when they are visible.

    Cool, this new way of doing it works amazingly well, the gravity field is much simpler against what i had in mind ( was thinking of stretching the left and right markers when the chr jumped, adding each pixed of jump to the height of both the "legs" and this way he would "walk" while jumping) But i guess this way is mush more simpler to do, thanks man you made my day

    And yeah, it wasn't just a nose after all lol

  • Here, this should get you going in the right path. Just a tip use thatserafimkid , or who ever you are speaking to so they get a notification that you replied to them,

    thatserafimkid man you are a mad genius, really, that is EXACTLY what i had in mind!

    I don't want to just copy/paste the code tho, it would be nice if you could explain alittle bit what you did!

    Out of all the commands you used here's the ones i am unfamiliar with or just have questions about (if you want to answer them that is lol)

    (starting from top to bottom of code)

    Inside Marker : Sprite2.ImagePointX(1) and Sprite2.ImagePointY(1) what is image point referring to?

    Also, is the inside marker needed of is it for details? (from what im understanding it's just a nose, a very well programmed one lol)

    on the left marker / right marker overlapping x: Self.Angle +10 where do you find this code, as in is there a page i can find specific codes like Self.Angle you used? (it seems rather interesting and expands the possibilities)

    Sorry if im wasting your time, but you just blew me away with how well this is executed!(and fast too)

    Side note: when jumping from the top part towards the edge and passing it, it is expected to fall on the other side just like when you walk there, instead the char falls off the map without attaching successfully to the other sprite (test by going right and jumping, you can see he falls instead of rotating and changing his gravit towards the sprite beneath it)

    I'm going to try and figure it out on my own, im thinking of using some sort of invisible wire to tell when the char is jumping and doing that specific jump that bugs the mechanism and makes it fall off the sprites and once triggered it will rotate the char just like on the ground

    i'll post some updates if i ever do manage to haha (hope this is as easy as it sounds)

  • Bump, is this impossible? &.&

  • ok thatserafimkid i edited what you sent me and here's what it should look like.

    http : //postimg . org/image/84cjq3m7p/

    i tried adding 2 invisible sprites at the edges to rotate the char but, although that works, the chances of him falling are really high, you have to actually keep pressing a key towards the center of the square in order for him not to fall off during the switch of sides, which is something i'd like the player not to worry about!

    any ideas?

  • got my brother to turn on my pc and try the thing and tell me what the result was, he is helping me with the project, and he told me that looking at the code it seems to do what it should but it doesnt work with a square, because you fall off the edge before switching the degrees of the gravity, in your example you're using an L shaped thing, which works because you dont have to "free fall" in order to touch the other sprite, on a square it is different because you have to somehow rotate at the edge in order to change gravity i suppose you could use an invisible sprite on the edge to tell the character to rotate to the other side of the square and then on touching the sprite of that side the character would get its degrees of gravity, but i wouldnt know how to do that!

    anyway thanks for all the support, i hope we can come up with something