chrisbrobs's Recent Forum Activity

  • > I get 20-24 fps using Firefox 4.0 (WinXP)

    >

    > The overall framerate for in the latest build(32.2) has dropped in comparison to the previous releases.

    >

    > This can be tested if you replace 'preview.html' file in the main C2 folder with one taken from an earlier build.

    >

    > Using the old 'preview' the game runs at 30 frames ps, as opposed to 22 / 23 with the new one.

    >

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

    Not sure if what i stated here is 100% accurate?

    I made and tested a 640 x 480 version of the game and the framerate goes up to 50 plus.

    Which is double the 800x600 version.?

  • Same problem-Link is broken.

    Here's a basic rain example with one particle

    http://dl.dropbox.com/u/22173473/rainparticles.cap

    Note- if you type 'rain' in the search, you will find loads of examples.

  • harrio wrote

    "once you put in the 'set random' for the angle, do you add a 'move forward' action for the sprite? i realized, i did not list it in my suedo code."

    Wont work for my example because the ball's angle doesn't affect its movement(i think?)

    I changed a couple of settings and the ball's motion now looks a bit more realistic-

    http://dl.dropbox.com/u/22173473/breakoutnew.rar

  • I get 20-24 fps using Firefox 4.0 (WinXP)

    Athlon X2 4400

    2.5g ram

    Zotac Ion 512mb

    How old is your cpu?

    Intel(R) Pentium(R) 4 CPU 3.00GHz

    Chrome browser

    2 gig ram

    Gforce 6200 256mb

    The overall framerate for in the latest build(32.2) has dropped in comparison to the previous releases.

    This can be tested if you replace 'preview.html' file in the main C2 folder with one taken from an earlier build.

    Using the old 'preview' the game runs at 30 frames ps, as opposed to 22 / 23 with the new one.

  • SpaceBlaster game

    Follow up to the spaceshooter game i posted a couple of weeks ago.

    Changed the game to a side scroller, and added some extra enemies.

    http://dl.dropbox.com/u/22173473/SpaceBlaster1/index.html

    Left mouse: fire.

    Middle mouse: Drop torpedo's

    Right mouse: Activate tractor beam to collect red powerups.

    Still not finished!

    Not sure why the framerate is so low? (only 23 on my system)

    If you play it could you let me what frame rate its running at?

    Thanks

  • i don't know if this is what you are looking for, but i'm currently playing with an asteroids test. i make the asteroids begin moving in random directions at the start with this...

    system | on start of layout > big-rock | set angle to random(0, 360) degrees[/code:yt7fyxvu]
    

    I Tried to include this event, but it had no effect....i will keep testing.

    Thanks

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

    "i am trying to emulate the same type of movement i remember in the old atari game"

    Have you checked the asteroid game example that is featured in this thread, you might be able to adapt the events for your game.

  • I am trying to create a simple Breakout game with C2, but i am struggling to work out how to make the ball move in a random direction?

    Here's a link to the capx file if anyone can help.

    http://dl.dropbox.com/u/22173473/Breakout.rar

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  • 2 question's regarding sound:

    1, Are sounds working in the latest build (32.2)

    2, Do games made in earlier releases (that include sounds) work in 32.2?

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

    Yes they do. (Not in preview)

  • Damn, I'm terribly sorry. I mixed it up, not with the list object, but with the edit box object.

    Ive always wondered why it wasn't implemented?

  • Was thinking about setting up my own pure custom platform movement without using any behaviors, and I was wondering what would be the best way to go about the fall, and walking, etc.

    I would want to use states so that I could simulate timescale, as well as something like a turn based system.

    My initial thoughts for a fall were:

    player pv= falling

    player set y to .y+n*td

    But you would of course need a way to stop it.

    I can either add an event to the fall set, something like:

    +player pv= falling

    -+player overlaps at offset family ground -1 player set pv to onground

    --+player set y to .y+n*td

    or

    +player pv= falling

    -+player (negated)overlaps at offset family ground -1

    --+player set y to .y+n*td

    But that still leaves room for errors as you could go past the offset point quite easily.

    Any thoughts on how to avoid that issue?

    I did a bit of research into this, came up with the following -

    1, Couple of tutorials which include all the math needed to do it-

    http://dl.dropbox.com/u/22173473/Collisions.rar

    ( i'm still trying to decipher it)

    2, monsharen made some examples with C2, using the theory and they work!

    http://www.lionsinvests.com/scirra/physics/physics.capx

    http://www.lionsinvests.com/scirra/platformphysics/

    http://www.lionsinvests.com/scirra/platformphysics/platform_physics.capx

  • It does work, but only if "Multiline" is also enabled.

    Where is the multiline option? Is it in the latest build?

  • I have used the list box object in a couple of apps in the past, and enabled 'Horizontal scroll' in the options, but it never worked. So i always assumed it hadn't been implemented.

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chrisbrobs

Member since 10 Aug, 2010

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