Nabu's Recent Forum Activity

  • Changing origin point for a sprite to do this is not the best thing. Further sprites won't spawn at exact position and you have to test many times to set your sword position correctly according to the shift.

    I suggest you to use the Rex behavior Pin to Image Point for your sword with a image point on your character sprite as dop2000 said and then mirroring your character and the sword should work.

    Link to Rex behavior Pin to Image Point : https://c2rexplugins.weebly.com/rex_pin2imagepoint.html

  • Hello,

    Can you send a small capx so I can take a look ?

  • Hello,

    You should start by looking for the Canvas or Paster plugins to draw something directly. The brushes could be a sprite with brush shapes as animations that you can switch and scale for size. To have different colored zones like your example, you could split a drawing in parts checking for overlapping with mouse,

  • When you do directly in actions :

    • Create instance X on layer A at (x, y)
    • instance X Set Bullet angle of motion to x degrees

    It works too. Is takes into account the last call of "Create Instance".

    So you can do this twice to have two objects with same properties.

    Or do this :

    Repeat x times

    - Create instance X on layer A at (x, y)

    - instance X Set Bullet angle of motion to x degrees

  • Hello,

    The Tiled Background doesn't support animation, neither Tilemap.

    But I just saw this tutorial : https://www.scirra.com/tutorials/1352/animated-tilemap

    And this topic where some workarounds are detailed : animated-tiles-using-s-p-a-w-n-s-p-r-i-t-e-s-functions_t174105

    Alternatively you can spawn sprites of animated water at visible water location on top of your Tiled Background, like every x seconds, that are destroyed at animation end. Or you can apply WebGL effect like "Water" or a kind of distorsion on your fixed Tiled Background.

  • Problem Description

    Regular stutters appear at almost every second.

    Chrome debugger shows that's related to "Recalculate Style" and "Layout". That seems to be the CSS pipeline, like a forced recalculation while changing the width or height of a DOM element. I use no HTLM element in C2 editor, nor I use any CSS at runtime.

    What I saw in Chrome debugger :

    https://www.dropbox.com/s/yxuz5avxojhhx ... e.png?dl=0

    Affected Browsers

    • Chrome: (YES)
    • NW: (YES)

    Operating System and Service Pack

    Windows 7 sp1

    Construct 2 Version ID

    r252

  • dop2000, Thanks for the tip !

  • Is there any list of these cases that drag down the performance ?

  • I didn't know for the C2 bug related to groups. Neither for the stutters due to Chromium. I've read topics about problems with versions of Chromium and NW but that's all. I make an intensive use of Families (can't do without for game design) and groups (the same, and debugging). Thanks for the tip, I'll try to to something with the groups. I use last version of NW.

    But that's really annoying to come across bugs with main features of C2... like polymorphism with Families. I've got two big projects and one small that I can't port, so I have to finish them with C2. But I'm decided that for further project I'll move to Unity.

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  • Ashley,

    Will Construct 2 ever see the benefits from optimization related to polymorphism ? Because I work on a project for more than a year and struggle to optimize it. I had results but spent lot of time on it and never really solved stutters that shouldn't be present. For that I started to think porting the project on Unity (very hard on large project, already done). Even if C2 projects were compatible with C3, I use some plugins that doesn't exists for C3.

    Thanks

  • I already do the same. But what would be the best way to do this for performance ? It seems that collision tests are better placed at top level event instead of inside a sub event.

  • Hello,

    Maybe you should provide a small capx. As of now it's hard to solve your problem. Jumping with physics should be made by applying an impulse at an angle pointing upward, assuming you set a gravity different than 0.

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Nabu

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