JasonS's Recent Forum Activity

  • The past 2 months I been trying to build a simple horizontal shoot em up game like Gradius. Working on general mechanics and testing 2 different types scrolling. My real question is, what scrolling is more common to use in horizontal shoot em up games like Gradius.

    1. Using the system scroll x and parallax layers? (where the window is moving thru the long layout)

    or

    2. Having star field and Objects scroll -x with loops. ( window doesnt move, objects fly horizontal across the screen, illusion that is moving)

    Another question about option 1. Option 1 would require to have a large horizontal layout maybe having 20000 px in size. is that normal for most games to have a huge layout?

    Hope this isnt hard to understand. Would really appreciate any feedback or tips.

  • Well I do got a lot of things with Bullet behavior at the start. Building a shoot em up without using the System Scroll Screen and Parallax Layers. So pretty much everything is flying passed the screen and being destroyed at -x positions. Wonder if its just better to go with parallax effect?

    So I have noticed that if a sprite loads in a layout then its image is already loaded in the next layout if it exist there. I have title and continue screen so i was able to notice that the drop in fps was only happening on the first start up for the gameplay layout.

  • Hello boys, at the start of my game the fps seems to go from 55 for 1 or 2 seconds then stays at 60 fps from then on. I have bullet behavior objects moving right at the start. Is there anyway to avoid that drop in fps? Is it loading images at the start or something? I made a custom layout for loading different other layouts but im not sure how i can use it to load the images of a layout before a layout even starts to avoid that drop in fps at the begining?

    Will creating those objects on the loading layout stay loaded if the layout changes to the main game layout?

  • Lately i have had a similar issue. When using "Play at object", the "Preload Audio" event does not seem to work for the "Play at Object" action. Preloading the audio for just "Play Audio" seems to preload just fine. This might be why your other sounds might pause when u use the "Play at Object" audio event at first.

    Is there something we are missing here or is "Play at Object" working as intended? "Play at object is a cool feature but its not so cool if u cant use preloading the audio for it and not getting the first stutter on the action.

  • Making own particles? Thats a great idea RamPack, just wondering now if that would cause any issues in performance compared to the Particle object doing its thing. I didnt understand function parameters until i stared long and hard at the way u set em up there in your events. tyty!

  • You prob dont get what im sayin, all my objects scroll past the screen giving the illusion that my character is travelin high speed. so when a scrolling astroid comes thru and i shoot it, it spawns a one shot particle that looks like a firework.

    I would like this firework looking particle to scroll past the screen giving the illusion that the screen left it behind even tho it is really moving past me.

    I thought of a work around since bullet will only work in continuos spray, and have it fade out. But then i lose the look of the explosion firework effect from the particle moving.

    Hope i can find a way around this. maybe a plugin or something.

  • So im trying to have a particle scroll past the screen while its in "One Shot mode" it only works for "Continuos Spray" .. I even Pinned it to a object and also did a "Every Tick set position to Object" that had a bullet behavior aswell. It will not move in "One Shot mode" whatever i try or do. im guessing the particle object destroys right away in one shot mode even tho it looks like its still there .... >.>.

    Please dont ask for a .capx, all the things i tryed are deleted now. You can try this out for yourself and see that "bullet behavior" or "every tick set position to object" will not respond in one shot mode for the particle. im trying to think of any idea around this to make it look like a "one shot" particle is moving.

    This was for a shoot em up game and the idea was to have a scrolling astroid blow up while the one shot particle it spawns still follows the scrolling path the astroid was on.

  • I understand what u mean Ryan. Going to go give it shot. Thx a bunch man!

    --------------------------------------------------------------------------------------------

    So I have realized that the "is Moving" event counts as "is Jumping" also. I made a "is on Floor" condition for my "idle" and "running" events. This seems to have made things a bit more clear for now.

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  • So yeah, still having trouble understanding the jump animation. seems to not work like other animations and it only plays the first frame when i jump.

    sprite 3 is blacked out. not trying to reveal my new spritesheet working on. the jump animation is about 4 frames long.

  • Hi, Im a bit confused. I have an idle and a running animation. When I add a jump animation to trigger when player is jumping, it seems to only play the first frame of the animation when i trigger the jump. What is going on here? ><

  • O.O ty ty! I'll have a look at these!

  • I have a Turret, I would like him to scan a certain area having him rotate his angle tward 2 objects back and foward. Im not really sure how the exspression is written out. I been trying different things and it only sets the angle really fast to a object. I need him to rotate between both objects as if he had a Sine/Angle effect. So how is this commonly written out, to get something to rotate between two objects at a certain speed?

    I like the Sine/Angle effect but tis giving me trouble. It will drift off into another spot once the turret loses agro on the player. thought i could use 2 objects as a alternative. The reason i want to use objects is to be able to set them in different places. instead of makeing events for a bunch of different angle. Im not to good with that yet.

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JasonS

Member since 15 Mar, 2015

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