Jayjay's Recent Forum Activity

  • Try putting any logic that should pause inside of a group (or include their event sheets under a single group) then disable/enable the group when needed. Other code outside that group will still run.

    Hope that helps!

    You can also toggle the overlay code disabled during gameplay and enabled when you need it, so they don't interfere with each other.

  • Glad to hear the book helped as well as that you're enjoying the game ! and hehe yeah on a really good PC like that Insanity's Blade runs pretty well. The audio and delay in jumping to map is definitely one of the oddities of the runtime/engine, as we have done most work around efforts we could to minimize it.

    Every game has bugs or glitches at some point though, so the main thing we aim for is that there is nothing game-breaking, which stops the player from finishing the game. Construct 2 was pretty awesome in that both I and damainman were able to make such a large game between just the two of us in just over a year, so I hope you find it works out great for your games too!

  • Thanks again for reading my book Moving on makes sense for multiplatform, and the knowledge really does carry on pretty easily into C2.

    There are some things that CC can still do better right now, but sharing the game on anything other than Windows is definitely not one of those Also, C2 editor has some very appreciated improvements and is less buggy overall.

    With export, right now Node Webkit 10.5 is the best choice for executable, but web is really what C2 is meant for while the third party wrappers (and Google Chrome) catch up to the promise of HTML5 + WebGL. If you use only Canvas2D (no WebGL FX) then WiiU might be a possible export platform too! (hopefully someday WiiU will support WebGL).

    In the case of Insanity's Blade, I notice that the game demands a really high-spec (and recent) machine to run properly, where GPU limitations will decrease framerate, and CPU limitations can wreak havoc on collision, event ordering, and also framerate too (try to always stay at or above 60fps, or things get strange). We're still debugging oddities here and there, but overall the game is received well which we're glad for

    Hope that helps and good luck! I really love the graphics style you're going with so far

  • gdog105 If ReVeN uses WebGL then it won't work on WiiU for now, as it currently only supports HTML5 Canvas 2D (no WebGL FX, performance boosts, etc). That said, they might not use any WebGL, so then it should export no problem (not sure about performance though).

    Most Construct 2 games that get a WiiU port and are fairly large seem to be porting to Unity to reach consoles (which also allows the export to PlayStation, Xbox, and someday Nintendo 3DS, etc).

    As for what is more powerful between WebGL and Flash, I would say WebGL seems to be very capable of matching the best performances Flash can get, and in some cases surpass it. It really depends on the engine, how well the game is developed performance-wise, and the machine you play on (PC, phone, console, etc).

    Hope that helps

  • 1. I believe 192kbps is the max in the full version too, but can't confirm that at the moment.

    3. Aside of WiiU, you can export to the other platforms out of the box with C2 Personal (WiiU needs separate authorization from Nintendo directly at https://wiiu-developers.nintendo.com/ ).

    I think it's worth mentioning too that the Business license only changes how you are allowed to sell/use your games, and that you get the same features in personal as you do business, in case you might have been wondering about that.

  • Hehe I was going to suggest Sine but figured I'd keep your original code. Another two ways you can try are the LiteTween plugin:

    Or using simple math and no plugins, LERP:

    So for your object you create variables:

    StartX, StartY, EndX, EndY, and T

    Then every tick set wave position to X: lerp(wave.StartX, wave.EndX, T) and Y: lerp(wave.StartY, wave.EndY, T)

    T represents a value between 0 and 1, (or 0% and 100%), so 0 for T is StartX,StartY and 1 for T is EndX,EndY, and 0.5 for T would be half-way between them.

    StartX and EndX would be the same value (the randomly picked one) based on the code you had before.

    Another variable could be used on the wave object to detect where in the cycle it is (eg: 0 = go down, 1 = at bottom, 2 = going up, 3 = at top) and a variable to say how many times it should loop (on creating set it to 3, and when cycle = 3 subtract 1 from loops and set cycle back to 0, when the loops are <= 0 then you can say "destroy" and make a new one).

    Hope that helps!

  • Any time! and I couldn't see the link (it will appear after you have posted a few more times here!), but if you want to share it for others to find then try replacing the .com with (dot)com

  • Not tested this, but I would break that code up into more main events (sometimes, perhaps only in bigger projects, the sub-events and sub-loops will start to act up).

    So what you can do instead is (+ = condition, > = action, - = sub layer):

    +Every 5 seconds

    +WaveIsRunning = 0

    > Set WaveIsRunning to 1

    > Set RandomValue to int(random(3))

    +RandomValue = 0

    +WaveIsRunning = 1

    > Sprite1 Set X to 1005

    > Set WaveIsRunning to 2

    +WaveIsRunning = 2

    +Trigger Once

    -+Repeat 40 times

    ->Wait WaveVelocity*loopindex seconds

    --+loopindex % 2 = 0

    -->Sprite1 Set Y to Sprite1.Y - 5

    --+loopindex % 2 = 1

    -->Sprite1 Set Y to Sprite1.Y + 5

    --+loopindex >= 40

    -->Set WaveIsRunning to 0

    Hope that helps!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Because Construct 2 is HTML5 based, it works similar to web pages (they tend to load content relatively rather than exactly).

    Try exporting to HTML5 and in the same folder put your cloudsLight.jpg image. Then in your events you instead load from "cloudsLight.jpg" without any other path/folder info.

    Hope that helps!

  • I wouldn't say it's entirely deplorable, the older tool is no longer supported so they don't want to continue selling it otherwise they need to update for new drivers/operating systems/etc. Never really liked GM anyway myself, but definitely liked it even less after YoYo took the reigns.

    In fact, Construct 2 did basically the same thing with Construct Classic (very hard to find CC on this site other than its sub-forum section, and the price of C2 raised over time), but Construct Classic was free and open source so it's not completely impossible for people to keep using it. In fact, it still has a few features C2 doesn't (and C2 has features that CC doesn't too of course ).

  • No image showing up here, can you upload it to dropbox and just post a link to it here (and replace the ".com" with "(dot) com" to avoid the link being blocked)

  • Hmm, I never thought of RTS to control the camera, and can certainly see how that might cause some jitter. What if you use RTS on an invisible sprite and then use the lerp scrolling to follow it when it's more than maybe 3 pixels away from the scrollx and scrolly?

Jayjay's avatar

Jayjay

Member since 18 Mar, 2008

Twitter
Jayjay has 2 followers

Connect with Jayjay

Trophy Case

  • 16-Year Club
  • Email Verified

Progress

17/44
How to earn trophies