Kyatric's Recent Forum Activity

  • Welcome DarkBoge.

    I invite you to check the tutorial about licenses.

    But basicly (I suppose you bought the standard license) you're already running with a license that allows you to use construct2 and make a little profit out of it until you reached the amount of 5000$ (5000$ of profit made out of the game mades with C2).

    If (when) you make more than 5000$ of profit, then you'll have to switch to a business license.

    Also, it is my personal belief, but I don't see C2 anywhere near becoming a dead project. I believe it might even definetely become one of the (if not THE) major players in HTML5 game making.

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  • TBScrollingExample.capx

    This principle works for any object (sprites, etc...)

    It is generaly not advised to have a big background image (as in the tiled texture being big).

    You could very well use several layers.

    Your bottom layer would contain a TiledBackground (with the sky color for example).

    On an upper layer, you would put several smaller sprites (containing your scenery like pyramids, palmtrees, etc... with a transparent background) and make THOSE sprites scroll.

    That would make the trick as well, would allow you some multi-parralax effect.

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  • ha it happens only to non-logged user so.

    Well thanks to your log, I think Tom will be able to trace that nasty bug and take it out.

    Thank you for the report, keep an eye on this topic.

  • Strange, it's working perfectly fine for me.

    If I direct you to a random tutorial can you access directly the tut, or are you experiencing the same error ?

    What browser/version are you using ?

    Maybe an update to the latest version (if yours is not already up to date) might help resolve some of the quirks.

  • I just can't increase the rendering speed if I take out effects it's faster and I stop creating shadow blocks its even faster (60fps+) so the plugin works fine just the rendering... <img src="smileys/smiley19.gif" border="0" align="middle" /> Currently cleaning the plugin up and making an example project then I'll upload so people can test. Will also upload my Line plugin some people might find that useful. It will stay as a plugin for now eventually it will be a behavior so you can have more than one field of view. Hopefully as time goes on myself and possibly other people will have better ideas for optimisation! If you didn't have to render shadows and just used it to test for sight purposes (so none of the pretty stuff) it would run at 60fps easily! So it achieves its purpose I guess.

    Well don't beat yourself up too much anyway.

    On the one hand, I'm still using FF on win XP (on purpose to see "how the app looks at its worst"). I mean, it is known for like having the worst performance of all major browsers for now. Scrolling isn't fluid, the more plugins (and effects) you have on screen, the laggier it gets.

    To me it's ok.

    Also, even if FPS aren't 60, during the test it took up to around rad8 before the character really starts to be laggy and not feel smooth in its moving.

    So even at 40FPS, the board and shadows displays pretty fine.

    For optimisation, let's wait for all the browsers to finaly display about the same performances (FF should do it in about 3 monthes according to their plan).

    So for now, optimisation isn't really an issue. For now just focus on the release and the examples/documentation and you'll have yourself a nice useful plugin sir.

    And one more nice and helpful member to the community.

    As I said previously, keep up the good work <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Oh right, I hadn't noticed the first instance of grid_section had a "destroy outside of layout" behavior.

    sqiddster, simply remove this behavior and the grid generates as intended.

    Thank you for the pointing out Ash !

  • sn't 'decelerate' the same as using a negative value for 'accelerate'?

    Eh, I don't think so. Left is supposed to be the negative value for 'accelerate', while right is the positive, I'm pretty sure.

    I can't really help much with the rest of your capx, which seems quite complicated to me right now, I'll maybe get back to it later and try to wrap my head around it, but I can't for now ^^

    But on this issue about acceleration I'm pretty sure you're being mistaken.

    The way it is coded, acceleration (a certain amount of pixel) is added to the object.

    It's not a matter of right/left, but rather a matter of moving forward (positive value)/backward(negative value) (hence negative should decelerate).

    The direction depends only on the angle the object is facing.

    That's at least how the code of the behavior is supposed to behave from the looks of it.

  • C2 r58; Windows XP SP3; FireFox 6.0.2; ATI Radeon HD 4870;

    Dual-core E5200 2.5 GhZ; 3,5 Go RAM

    Pretty example : 7 FPS

    Rad1-3 = 64 FPS

    Rad4 = 60 (sometime, herratic, not often) - 64 FPS

    Rad5 = 55 to 64 (more often)

    Rad6 = ~55 FPS

    Rad7 = ~41 FPS

    Rad8 = 31 to 35 FPS

    Rad9 = 26 to 29 FPS

    Rad10 = 21 to 23 FPS

    Rad11 = 18 to 20 FPS

    Rad12 = 13 to 17 FPS

    Nice work so far, keep it up you're doing good !

  • There's a typo in the Y field. You wrote "Mosue" instead of "Mouse".

    Oddly enough, it should have selected "Mosue" and displayed a yellow tooltip indicating that "Mosue" isn't an Object name.

    Are you using R58 (the very last version released during tonight) ?

    If not, it is recommanded that you update to the last version.

    Edit: What onZephyr said is right too. Looks like you don't see the yellow tooltip telling you that Mouse isn't an object name too.

  • I noticed it too.

    It should work though. I reported it as a bug already, we will have to wait for Ashley to confirm or point out the error in the code.

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Kyatric

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