work3's Recent Forum Activity

  • I got the latest, thanks, the auto update didn't work

  • I spent the morning checking this out, the d pad doesn't have any lag on a short test cap for the digital pad, so I guess it's my sucky code...although I have found that the pad and joystick controllers can sometimes have a dead zone in the center which can be received as lag.. I tried a digital 360 arcade stick so I coud hear a solid click as feedback for the joystick responding, also monitors can be slow to update...

    Hmmm...

    Apologies for wasting anyone's time

  • Do you mean construct classic r1.2 ? If so, yes..

  • My cap is increasing in size and has a lot of graphics, and every time I exit a test run, construct hangs for a while..it's taking a looooong time before I can edit again, does anyone else have this issue, or know how to stop it?

  • Thanks for the caps jay jay, but I was using the digital pad.. As mentioned, I think a simple cap and fraps may shed some light

  • I think I will have to make some video grabs in fraps to see what's going on

  • Hi all

    I'm working on a shooter using classic and I noticed there seems to be a slight lag of a few

    Ms when I use the Xbox controller instead of the keyboard.. I'm using an always condition for the input

    At present, can anyone confirm my suspicions or tell me a way to get an immediate response?

    Thx in advance as always

  • the cap is a pretty hefty action game, its a rather large event sheet, I'll try deleting objects first, then chunks of code..will take a while though

  • well, i tried a blank direct x game and and i got a blank screen up straight away every time i ran it.

    what could be wrong with it?

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  • hi all, over the last few days, construct has started to throw out this message when i try and run a layout, it takes up to 10 attempts to get it working.

    can anyone assist?

    thanks as always.

  • man, that perfect, my apologies for not checking properly before hand..

    thanks so much.

  • hi all (wow its been a long time since I last posted!)

    I wanted to ask if anyone could point me in the right direction with this small dilemma.

    I'm playing with a simple 2d top down shooter, i wanted to try making a continuous vertical laser beam that shot from the player ship at the bottom of the screen upwards.. one that would smoothly change height according to the targeted enemies Y position .

    I tried using a stream of bullets that when hitting an enemy created another object for me to get a distance between the player ship and the enemy for the laser length, but when the enemy changes height, the end of the lazer beam tends to jerk about vertically due to the bullet collision, because the enemies need the laser on them for a while before they die, the vertical juddering is quite visible..

    I cant use a stream of bullets to do the effect straight off, as the laser sprite has alpha fading on it, so any vertically overlapping bullet parts make the graphic look bad.

    would anyone be able to suggest a smoother way of doing a vertical laser that terminates at the top smoothly according to where the enemy is on the y axis? I hope i've made myself clear...

    as always, thanks so much!

    W3

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work3

Member since 20 Dec, 2007

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