Jayjay's Recent Forum Activity

  • jn2002dk Hmm, that's strange that it's crashing for me then <img src="smileys/smiley5.gif" border="0" align="middle" /> Are you using the 64bit version?

  • Looks like you can modify the first value "time" and see if that changes the animation speed. Ive not seen this before though, so can you describe or show what it does when running?

  • You could instead design your maps with "Spawn" objects that are invisible on startup, and store a private variable "ObjectType" of what they are supposed to represent ingame.

    Then in an event for the start of a layout do a "For each object" loop on each spawn object, add sub-events to check what the value of ObjectType is and then create the respective object at its position (you can also set its angle to the angle of the spawn object).

    Then for replacing the objects, just destroy all game objects and run the Spawn object For loop again <img src="smileys/smiley1.gif" border="0" align="middle" />

  • A trial-and-error fix you can try is moving them all 1 pixel ahead and rotate them 1 degree every tick, then raise those values until you get the effect you want.

    Otherwise this page explains the math a bit for rotating a point: http://www.siggraph.org/education/materials/HyperGraph/modeling/mod_tran/2drota.htm (uses radians, so you'll need to multiply by 180/pi). It'll take a lot of tweaking though I think <img src="smileys/smiley6.gif" border="0" align="middle">

    Instead of moving objects to the "origin", you can run loops to add up the number of objects to a variable, the sum of their X positions to a variable, and the sum of their Y positions to a variable. Then calculate the center point between them as XSum/NumObjs and YSum/NumObjs.

    Edit: Ah actually there's an even easier way to do that! Have a layer separate for the objects you want to rotate and then move them into it and change the layer angle instead <img src="smileys/smiley4.gif" border="0" align="middle">

    It's only a visual effect this way it seems, as objects go right back to where they were on other layers: https://dl.dropbox.com/u/4714446/LayerRotate.capx

  • I tried out the exe uploaded and one exported from my own pc, looks like Windows 8 crashes with Awesomium for right now. I checked their forums though and they said the next version will support it: http://forums.awesomium.com/viewtopic.php?f=7&t=31

    Edit: This known issue is not cool though - On Windows 8, WebGL is currently not supported.

  • Thanks DravenX, also that's a pretty cool monkey game you're making in C2 <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Not too much of a fix, but increasing the Rise Scale to 6 for the Grass object makes it look better, I think that just means you'll need to use bigger squares though =[

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  • Yeah, seems people are using SkyDrive more now, but DropBox is probably the best way of sharing them right now =)

  • You can tick the attribute "Center view on me" for your player sprite, or use events "Scroll to X" and "Scroll to Y" in the System object for scrolling to specific points in the layout.

  • Hmm, not seeing any stuttering on my computer, on a Windows 8 64-bit desktop.

  • Good questions Contrejour, I initially wondered why they sided with HTML5 but with the fact that Adobe is moving away from Flash on mobile devices at all (Android no longer receives updates, and Linux does not either actually!) I'm very thankful they did.

    Aside from easier multi-platform game releases and iOS support, Windows 8's Metro interface is very friendly to HTML5, even allowing the web apps on it's store, so this definitely looks like a platform that will be around for a long time to come now.

    As for similar software to Construct 2 I believe there is a free version of The Games Factory 2 which exports to Flash games. The only restriction is that they must be free and can only be uploaded to the Newgrounds portal <img src="smileys/smiley1.gif" border="0" align="middle" /> (They probably have a paid version but it might be like Game Maker where you need to purchase individual exporters).

  • Hmm I've not tested this but perhaps another method is to use TiledBG objects to load each texture once, then for each sprite tile you can check the variable ("TileType" or similar) and use TextureSetter to overwrite the sprite texture with the respective TiledBG texture.

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Jayjay

Member since 18 Mar, 2008

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