Davioware's Recent Forum Activity

  • Not terrible, but a little too many FL presets (recognizable ones at that) for my liking. Also, focus more on getting instruments to play nice with each other. Right now, they're slapped one on top of each other with little regards to volume. Keep practicing and you'll understanding more as you go along.

  • Actually, a simple converter was made a long time ago. Not sure if it still works, but I'm sure it could be vastly improved now: scirra.com/forum/experimental-cap-to-c2-converter_topic42194.html

    Even a layout/graphics/animations only importer would be hugely helpful.

  • 3 seconds per frame is 0.33 fps, Vs 3 fps. That's not 100% faster; it's 10x as fast; 900% faster

    4fps VS 9fps is over twice the speed, over 100% faster.

    it's not 30-100%, it's more like 100-1000%

    That's a huge difference.

    Did you make sure to set collisions to bounding box as well in both c2 and cc?

    Also, more work CANNOT be done per frame at low fps, assuming rendering always finishes first; It just can't spit the logic out fast enough. Rendering finishes in a fraction of the time, and the cpu is just chugging, trying to finish calculating the event sheet.

  • Take care! You've been such an incredibly helpful member of this community, and like Tokinsom said, provided such helpful .caps to everyone with questions.

  • Since all the oldies are posting I thought I throw in my 2 cents.

    I love Construct. Both Classic and C2. They're both amazing projects, and it has been such a joy to watch them grow.

    C2's IDE feels so damn snappy (apart from the image editor). It's a joy to work with really, even though I've only used it for a few hours so far. The one-click expression editing that classic had is missing at the moment however.

    What bugs me about C2 is the lack of a few key features.

    -Audio: It's not C2's fault, but let's face it, the audio support is bad in HTML5. You can't change the frequency of sounds the same way that Xaudio could , and I used that feature like crazy. (last time I checked it just made a horribly crunchy noise on chrome, the browser with -supposedly- the best audio support)

    -Color filters: it requires an effect, and 3 actions to change a color filter in C2. Not the end of the world, but I really liked that color filters were an integral part of the rendering engine in Classic, with 1 action call. And with no shader performance hit, it allowed you to recolor everything, at will, effortlessly. An enormous plus. Furthermore, Since webGL on mobile is iffy atm, then color filter support in C2 is doomed to modern pcs with FF and Chrome only, perhaps an equal fate to being windows only. Since a game's design and look can depend entirely on color filters, running the game without the effect is not an option.

    -Per pixel collision: Not having this cuts out a lot of potential games.

    -Slower code performance: Sure, C2 might be able to pump more raw poly's, but what happens when each of those objects has 10 collision checks and 50 conditions per frame?

  • You would have to add a new event with each new sprite you want, but how is that different than adding a new entry to the array?

    If you're concerned that picking the i-th slot in an array would be marginally faster than checking a variable x amount of times you can go a bit further to "optimize it" to be more array like. Note the use of quotations to signify that it may or not be any faster. It might even be slower. Here's how:

    you can use the function object, and have calls like:

    on function "arrayslot1" -> spawn a

    on function "arrayslot2" -> spawn b

    etc.

    then, to create your random object, or object of choice, you go:

    i=random(10)

    call function "arrayslot"&i

    (& is the concatenation operator in construct)

    This eliminates the need to check a variable x amount of times.

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  • You can set a variable from 0,10 then have sub-events like:

    var==0 -> spawn a

    var==1 -> spawn b

    etc.

    I just checked the manual and found this also,

    General

    Create object

    Create a new instance of an object type on a layer at a given position. If a Family is chosen, a random object type from the family is picked, and an instance created for that.

  • You'll have to make your own text system if you want to use animation frame based text. It's not that hard with monospaced fonts, but it can get tricky if you want proper wrapping. Have a "base sprite" to serve as a bounding box, then give it a few text variables. Have one var for the text, and one for the currently drawn text. When the draw variable is different to the "text" variable, get the first letter of "text", draw a letter sprite with frame equal to text value, increment the counter, and link the letter sprite to the base object by uid. The wrapping is a bit more involved, but it's simpler if you don't want active wrapping (which means you can resize the bounding box after the text is drawn, and have the words wrap as you resize.). Bonus with this is that the letters can do individual animations like wobbling and stuff.

  • That sounds strange, and seems unlikely to be the cause. Are you sure it's not a kongregate thing?

  • I have a Nexus 7 and single touch works fine. Probably a Phonegap issue if you're using it.

  • Very nice! I hadn't seen these yet. I love all 3. O-skool is beautiful. I really like Nerhoe's width too.

    That's an amazingly useful site as well.

  • There's a bug with text objects in CocoonJs. I found this a few days ago and already reported it to The CocoonJS devs, and they responded saying they were fixing it.

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Davioware

Member since 25 Sep, 2008

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