linkman2004's Recent Forum Activity

  • Zebbi I have some ideas about what's causing this and I'll have a look later today, see if I can get it patched up.

  • Zebbi are you using global cameras? Local cameras will only work inside the layout they're created on, which sounds like what you need.

  • The platform behavior has an "Is on floor" condition that will let you know if your object is on the ground.

  • The camera position is a simple average of the two object's positions, so the X position of your camera should be...

    (player1.X + player2.X) / 2[/code:3jpn49ek]
    Zoom would be something along the lines of...
    
    [code:3jpn49ek]if player1.X < player2.X
        set layout scale to WindowWidth / (player2.BBoxRight - player1.BBoxLeft) 
    else 
        set layout scale to WindowWidth / (player1.BBoxRight - player1.BBoxLeft)
    [/code:3jpn49ek]
    Note that extending the camera positioning to work both horizontally and vertically is straightforward, but doing so for zoom would involve dealing with some extra edge cases.
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • What he means is that you have two completely separate tile map objects -- one is visual, while the other has the solid behavior and simply defines the solid areas(this second one should also be made invisible).

    Example

  • Using the draw line feature of the Canvas plugin is definitely what's killing performance here, especially since you have to redraw every line whenever something updates. There may be ways around erasing the whole canvas, but no matter what you'll have to redraw everything when you zoom in and out.

    My suggestion would be to use Paster instead of canvas, which properly supports WebGL. It doesn't have line drawing support, but you should be able to get around this by pasting a rotated and stretched sprite.

    EDIT: Upon further investigation, I take back everything -- will investigate more.

  • Objects with the physics behavior only interact with each other. The solid behavior makes objects impassable to the other behaviors, like platform, 8-direction, etc. Give your solid object the physics behavior and set it to immovable under the behavior properties, remove the solid behavior since it's not needed for physics.

  • First off, bumping your topic after two hours isn't allowed -- you need to give it a full 24 hours.

    As for your question, the only way to know 100% if a level is passable is to pass it yourself, or have someone else pass it. Otherwise, you can only really make educated guesses.

  • The file size of your PNG's has no impact on performance other than loading times, because all images are stored uncompressed in VRAM, each image being (width * height * 32) bits in size. Pre-scaling your images will therefore increase VRAM usage, which would be a problem mostly on mobile. Actual rendering speed should be more or less the same between pre-scaled and runtime scaled.

  • It should have been emailed to you. If you didn't receive it that way, check your downloads page, per the information on the contact page.

  • #1: Yes.

    #2: There are actually a number of Construct 2 games already on Steam(Aviary Attorney, for example). The full version of Construct 2 has the ability to export to desktop using the Node Webkit wrapper.

    #3: Yes.

    I'd give more detailed answers for #1 and #3, but those would be more easily answered once you've already started -- you may even find that they're easier than you were expecting.

  • You can press Alt + Left to go back. This and more is in the Keyboard Shortcuts manual entry.

linkman2004's avatar

linkman2004

Member since 15 Jan, 2008

Twitter
linkman2004 has 1 followers

Trophy Case

  • 16-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

18/44
How to earn trophies