Yarfapet's Recent Forum Activity

  • I know this isn't exactly what you're looking for but:

    -Activate snap to grid, to make perfectly aligning objects easier. Making the grid half or the same size of the object is what I usually recommend

    -Best practice is always to have objects whose height and width are power of 2 (2,4,8,16,32 etc.)

    -You can duplicate one or multiple objects by clicking and dragging with CTRL held down.

    Keep these in mind and you can quickly CTRL drag down a couple of times and duplicate the above results rather quickly

  • Set Velocity is your best bet here. You can set the vertical velocity to zero before applying the impulse, or just set the vertical velocity to -90

    To set just the vertical velocity, just set the X velocity to Self.Physics.VelocityX

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  • It sounds from the way you're describing it, the best way would just to just make a comparison between what's in the text object and the source text, and don't play the sound when they equal. Don't get why loops are getting involved though, are you running the typewriter more than once per tick?

  • Weird, I've used Global HUD timers in my own game just fine. how exactly are you implementing them?

    FYI Here's how I have it set up in mine, mine has the HUD scroll upward out of view. Although you could easily do the same with opacity

    GV: HUD

    If

    HUD > 0

    Then

    Set Each hud piece to lerp(X,32,dt),lerp(Y,32,dt)

    and

    Set HUD to Clamp(0,10, HUD-dt)

    Else

    Set Each hud piece to lerp(X,-32,dt),lerp(Y,-32,dt)

    On Even to Bring up Hud (Say Health<100)

    Set HUD to 10

  • I used to use fraps. But I recently starting using bandicam after I started having a few problems with the former.

  • Same here. Found how to reproduce it a bit finer without 3rd party plugins.

    Link to .capx file (required! If link is blocked remove the http and www parts):

    dl.dropboxusercontent.com/u/10316081/Construct/Error.capx

    Steps to reproduce:

    1. Create 2 Different Tile Maps

    2. Give Them Different Tile Sizes

    3. Reset the layout (Press R)

    Observed result:

    Java Script Error, Game Crash

    Expected result:

    No problems on Restart

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 Ultimate SP1 (64 Bit)

    Construct 2 version:

        160.2 (64 Bit)

  • It's more than possible, I've done it before. In fact this was a shelved project of mine way back in 2011.

    dl.dropboxusercontent.com/u/10316081/Construct/Rotary/index.html

    If you want to do something like in the video. All it really boils down to is good math and having system in place to swiftly move 100+ objects at a time.

    For example

    1. In the example I posted, each ring has a Z value that goes up as it goes further in the distance. Each number up multiplies the ring's size and distance from the middle by 70% (A number chosen to make the ring's pieces seamlessly connect ), this makes each ring shrink as it's value goes up.

    2. Every tick all the ring's Z values are subtracted from, bringing them "closer" to the screen. Once the value passes about -2 two, 20 is added and it's sent to the back (You're always looking at the same rings, none are ever deleted or added)

    3. The rings positions are further controlled by variables, that offset the ring from the center (The effect becoming stronger the higher the ring's Z value)

    If you have any questions or want to know more, let me know. Sorry if this doesn't make too much sense, I'm trying to remember a 3 year old game design.

  • It was fun for a few minutes, here's my thoughts.

    A. Lose the physics, they don't add anything to the game, in fact they make it worse. Third playthough, I had two trees spawn right next to each other and push each other back down, immediately costing me two lives, not good. Almost all of what you're doing here can be replaced with a little clever math, and you'll have more control over the gameplay if you do.

    B. Variable cuts. You're going to be sharing a marketplace with Fruit Ninja, vary up the cuts a bit. Have multiple "halve"'s depending on which way the cut is (Like two diagonals, a vertical, and horizontal)

    C. Cut-scenes. I know this is basically just an alpha you're showing. But I'd recommend a few; nothing big, just a few pictures and some text to give a little context to things like why area two is full of robo-trees

  • This would be quite helpful for me as well

  • Some lower grade keyboards have weird limits on how many keys you can press at a time. I had an old keyboard where I couldn't hold up/right and the X button on my keyboard.

  • Haven't tried this myself, but if you're trying to limit the frame rate for effect purposes, then you might be able to accomplish a psudo-limited with the timescale option. Like:

    If you're trying to halve the frame. Have a counter that changes from 1 to 0 (Or vise versa) every frame.

    Set the time scale to 2 on 1's and 0 on 0's.

    Basically, nothing happens on half the frames and twice as much happens on the others. Provided you've been using dt in the correct places.

    You may be able to find a way to limit event sheets to every other frame doing something similar, but this I wouldn't recommend. In fact, I wouldn't recommend any of this to be honest.

    -----

    The other option I can think of would be even more unstable, but you could make "cpu stressor" that would start adding junk to a scene if the frame rate was too high and delete it if it got too low.

    EDIT: Just realized halfway through putting together a quick example of the first, that it would be frame skipping not limiting. Anyway, here you go: dl.dropboxusercontent.com/u/10316081/Construct/FrameSkip/frameskip.capx

  • [tube]tcSYBnAt5z8[/tube]

    A game I've started working on recently. Kinda hard to describe what it is exactly(Video shows a very small part of gameplay).

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Yarfapet

Member since 6 Mar, 2010

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