Aquanex2's Recent Forum Activity

  • if you add the effect 'set color' to your sprite you can toggle that on and off.

    Not exactly what I was looking for, but it's really close and I'll probably end up using it instead! What I initially wanted and should have said was my player to "fade" or "glow" a certain color, not to flash...

    I've never used effects before, because I'm not really sure how most of them work, but this works perfectly!

  • Is there a way to make the player flash white or red for taking damage as an example? I know there's already a flash behaviour, but I would really like to do it this way instead. Any help or a link to a tutorial (as I could not find one) would be nice!

  • You can have them move the game pad and register that in a variable for each direction and button and then use that variable to simulate movement.

    Sounds easy enough. Don't Know why I didn't think of that... Thanks!

  • In my game I want the player to have the ability to customize the Gamepad or Keyboard controls however they like. I have an idea for the Keyboard controls, but I don't know what I'm gonna do for the Gamepad. If anyone has any ideas, please share them with me! Thanks a bunch!!!

  • What is your window size? If you're using a really small sprite with a small window, the character movement from pixel-to-pixel is much more noticeable, and can sometimes create a stuttering effect

    Sorry I didn't notice you responded. It is 640, 360. And the sprite is 40, 40.

  • > Was jittering occur on camera or character? You can use distance comparison (or value) whether character and camera are close enough to turn off lerp on camera and vice-versa.

    >

    The character was the one that was jittering. I think it may be because I turned off pixel rounding, but I don't want to enable it again.

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  • Was jittering occur on camera or character? You can use distance comparison (or value) whether character and camera are close enough to turn off lerp on camera and vice-versa.

    The character was the one that was jittering. I think it may be because I turned off pixel rounding, but I don't want to disable it.

  • I use a lerp camera that smoothly follows the player, and I think this is the cause. Whenever I stop moving while the camera is still moving, my player jitters for a bit until the camera stops moving. Does anyone know how to fix this?

    Thanks!!!

  • I know how make it move in a circle pattern (by giving the object two sine behaviours, setting the periods to the same values and magnitudes to the same values, but making the offset of one of the behaviours one-fourth of the period) and I tried changing the wave properties of the sine behaviours to triangle, and it did make the movement square shaped, but it was a tilted square, so more of a diamond shaped pattern.

    Any help with this would be nice!

  • If I have specific issues like this I'll write my own specific debugger. Usually this consists of a TextBox (set its Type to 'Textarea' so it can display scrolling multi-lines) on a 0,0 parallax layer and an action that sets its text to a readout under specific circumstances. I don't tend to make mousey-games so I'll use the mouse as my 'debugging tool' - set it so that when you click an instance the text in the textarea is set to show a readout of all the relevant values to your issue. Something like that anyway. I was inspired by learning that cheat-codes were originally just developer shortcuts for debugging.

    Wow! I've done something like this, but not to this extent. This is great info! Thanks

  • > The best advice I can offer is to keep a close eye on your profiler. I almost always run in debugging mode, so that I can individually check variables on instances and so-on. Whenever I find unexpected behaviours, I generally find incorrectly set instance variables, bad calculations, NaNs and floating point errors - which are entirely my fault!

    >

    > I know it sucks, but the mantra should be to 'fail faster' - then fix the fails.

    >

    That's good advice. I don't always run it in debugger, unless this kind of thing happens. I have already done this, though, but I can't for the life of me fix this issue. Here's the issue I'm having right now, and maybe you can give me some more advice. I'm trying to make a shooting enemy that shoots at you every 1.5 seconds, and everything works for the most part, but for some reason when you are on the left side of one, and there are more than one, things go haywire. He shoots in the wrong direction, then he just stops, but all the ones on the left side keep shooting.

    I've checked my events, and none of them have anything to do with what side you are on. I thought maybe there was a problem in having them become active at the same time so I set a variable to make them only be active when they get on-screen, but that fixed nothing. I'll supply pictures of my code, but it'll take me a bit to make a capx.

    https://www.dropbox.com/s/1lr6ywhhv2dl6 ... 1.png?dl=0

    https://www.dropbox.com/s/7ywvbwy3v5w2l ... 2.png?dl=0

    Nevermind, I fixed it by changing the trigger for the shooting. Now it works.

    Thanks for the advice, though. I should definitely use the debugger more often! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • The best advice I can offer is to keep a close eye on your profiler. I almost always run in debugging mode, so that I can individually check variables on instances and so-on. Whenever I find unexpected behaviours, I generally find incorrectly set instance variables, bad calculations, NaNs and floating point errors - which are entirely my fault!

    I know it sucks, but the mantra should be to 'fail faster' - then fix the fails.

    That's good advice. I don't always run it in debugger, unless this kind of thing happens. I have already done this, though, but I can't for the life of me fix this issue. Here's the issue I'm having right now, and maybe you can give me some more advice. I'm trying to make a shooting enemy that shoots at you every 1.5 seconds, and everything works for the most part, but for some reason when you are on the left side of one, and there are more than one, things go haywire. He shoots in the wrong direction, then he just stops, but all the ones on the left side keep shooting.

    I've checked my events, and none of them have anything to do with what side you are on. I thought maybe there was a problem in having them become active at the same time so I set a variable to make them only be active when they get on-screen, but that fixed nothing. I'll supply pictures of my code, but it'll take me a bit to make a capx.

    https://www.dropbox.com/s/1lr6ywhhv2dl6 ... 1.png?dl=0

    https://www.dropbox.com/s/7ywvbwy3v5w2l ... 2.png?dl=0

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