Jayjay's Recent Forum Activity

  • It's possible that the object was global, but only first created on the second layout (layout 1). Remove all instances of it and try putting one in the very first layout of the cap file and then tick global

  • I made a few caps with Xbox 360 movement a while back and they didn't seem to lag, can you try these to see if that's the case for you?

    360 Control

    360 Control Type 2

  • Very cool Urled, thanks for sharing =]

  • Hi All,

    I've developed a graph/image monitoring system for my workplace with Construct 2 and thought it'd be worth sharing here (as we've just released it for free). It's currently a beta version, so there may be some bugs.

    This was designed to pull graphs from multiple Network Management Systems (NMS) into a single page, but can be used for many other instances such as displaying a wall of webcam images or stock market graphs. It's also pretty secure as the verification is performed by your browser by having the separate systems open in refreshing tabs.

    This is a small preview image of what the application looks like when it's running with some sample data:

    <img src="http://www.juch-tech.com/wp-content/uploads/CSMon_SamplePreview.png" border="0">

    Anyway, if you'd like to use it or read more about it, you can visit its webpage here: http://www.juch-tech.com/support/customer-service-monitor/

    Thanks to these guys for their plugins!

    callJS by Joe7

    ComboBox & ListBox by septeven

    loadURL by

  • damainman well Windows 7 takes it well, so I think 8 should too. I found the game didn't need too fast of a PC, but it seems the sound bug was when too many channels were playing every couple of seconds, it wasn't unloading them fast enough I guess.

    Urled, hmm, I haven't used Z elevation much in my game, but I do use it every loop. I'll avoid it for the next engine.

    Yeah, I would definitely like to make everything moddable in the game. The idea was that it's an icon and there will be a machine above it, but I never finished all the objects and game components yet.

    I've thought about 3D, I think the next engine will still be top-down but allow for z-movements like jumping over objects and changing building floors.

  • Thanks for the feedback Urled, I noticed that my game does run terribly on Vista.

    Strangely there is still a bug I couldn't pin down (at one point it was sounds, then it was custom movement behavior collisions) that affects all versions of Windows.

    It's part of the reason I'm doing a whole new re-write, I'm hoping that if I do certain parts of the game in a different way it will eradicate all the current bugs and glitches.

  • No problem Urled, I included the links to them in the downloads page but would be happy to know if I missed any out, thanks! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Fimbul, ah I see. I was assuming it was as intensive as ray-tracing so I didn't think it could be deliberate slow-down.

    Reminded me of old DOS games that you could watch draw the screen

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  • Thanks Urled! I loved your zombie game as well, very awesome art style <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Heh, I know that the point is to show how nice path tracing looks and how amazing it is that WebGL does it at all, I'm just saying that while also being awesome, even with the current render times you can make games with static scenes where the speed doesn't matter.

  • This is very awesome. Definitely usable for point and click adventures with a transition fade screen to cover the render.

  • I'd think so since CC is open source, but I don't know if it's defined in the source or as configurable files

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Jayjay

Member since 18 Mar, 2008

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