C-7's Recent Forum Activity

  • It depends on how you're building your levels. If that is one static image, that's more difficult. If it's multiple objects placed on top of each other, it's quite simple. In my game, I just group the different objects in families that change a variable to let me know what surface the player is on. Then events are just modified based on that variable. So I just check it all against the family they're in.

    If your maps is a solid image, you'll need to do some sort of invisible object. It could be a tilemap or just some tiled backgrounds stretched and rotated to fit.

  • As far as I've always heard, you should set up SVN (source control) for your project so that things are synced essentially as you go. Ashley wrote a good tutorial on setting it up--and it sounds like it might really alleviate some headaches for you.

  • An early version of the game I'm currently making

    That looks really well-done and quite polished for an early version! The simplistic visuals are initially deceiving--there's a lot of neat detail in there! Great work, I look forward to seeing more from your game!

  • I ran through your demo on my computer. I got a stutter briefly when leaving the menus, but never anywhere else. My FPS stayed at 60 for the most part. At times it would shift back and forth between 59 and 61 but nothing that was able to be perceived. DT difference was 2 or 3 pretty consistently. I'm posting a shot of the plotter just to show the 59/61, though I really don't think that's an issue. I had C2 with my game and Photoshop running in the background, though I don't think those would make a difference in this case.

    Specs: i7-4770 3.40 GHz, 32.0 GB ram, NVIDIA GeForce GT 640 with 4 GB vram

  • I posted a new devlog update and some more screenshots to Courier's page! Check it out! Here's one of 'em:

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  • I've posted an update to my devlog detailing the Academy section of the game, which is the integrated tutorial for the game. After a brief introduction, you start out on your final day at the Academy. Read more here!

    And, of course, some new screenshots!

  • Yeah, I suppose it's possible, but I'm not sure what the real benefit would be. If you just want it to feel seamless, even using Ashley's suggestion of large layouts, just duplicate the edges of each layout, transfer at the edge, and if you line your camera and objects up properly, it'll look like nothing more than a brief stutter (unless you do something more elegant). I don't think map transfers really bother anyone, though...

  • You really shouldn't have any issues sorting them all a few times a second only if you're moving. Just "for each object" (ordered) by y ascending, send to front whenever you're moving, but limit it to like 30 or so milliseconds so it only runs a few times a second. There seems to be some strange opinion on these forums that this is something crazy cpu-intensive and mostly be people who've never done it. It works fine, it's how tons of things are sorted in my game. Just put everything sortable into a family (they have to be the same object type) and then just run the operation on that family whenever necessary. If your character moves slower, you can probably decrease how often it happens. You don't need to run it every tick.

  • On export, it makes a .js file with all of the code in it. If you leave "minify" unchecked during export to HTML5, it won't even be garbled.

  • I haven't checked the capx, but why not put your ui stuff on a ui layer with 0 parallax so jitter is impossible?

  • Thanks everyone! I was really stoked when I got the e-mail! Now to just finish it...

  • Thanks everyone! I was really stoked when I got the e-mail! Now to just finish it...

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C-7

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