harrio's Recent Forum Activity

  • hello lunar,

    have you taken a look at the 'grid movement' behavior? it might have what you need...

    http://sourceforge.net/apps/mediawiki/c ... d_Behavior

    welcome to construct...i'm learning as i go as well. the wiki has a lot of useful information.

    harrio...

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  • on chrome, at home, i see it only on the first platform, and it is good on the others. on firefox4, at work, it has the 1px gap on all the platforms.

    if that helps.

  • i see the 1 pixel 'gap' too, but only on the first platform. on every other platform it seems fine.

    reason?

  • makes me weep in pixels...absofreakinlutetly gorgeous...

  • i'm getting creamed...

  • thank you again kind sir,

    i found the error of my ways in your test cap, but not until after much gnashing of teeth...lol.

    i initially thought i was making/writing the event for scrolling wrong, and i tried several methods. then, i thought i had the scene dimensions setup wrong somehow, still to no avail. finally, i had to say to myself, your cap is doing it right, and my cap is doing it wrong - so what's the difference?

    i setup 'my' scroll event just like yours - nothing. setup my window and layout dimensions just like yours - still no love. i looked at them both and thought, why is mine not working, i have the same scrolling event, the same dimensions, and i'm doing on it on the start of the layout just like he...ah'haah.

    i had my scroll event in my 'start of layout' block, and because visually it looked the same as your 'every tick' block, i assumed it was the same. which it most definitely was not.

    i now have scrollage...thank you sir.

    harrio...

  • hello constructivist,

    can anyone explain, plainly, how to utilize scrolling in c2?

    i am trying another demo, lander type, and i have a space background that is 1024x768, while the game screen is 840x600. i want the screen to scroll as the lander ship moves towards areas not onscreen. but i can't figure out how to use the 'scrolling' commands in the 'system' section.

    any help is appreciated...

  • Not a screenshot, but a painting I did of the HUD and some pause menu stuff for my game:

    http://dl.dropbox.com/u/529356/HUD%20Design.png

    That's two days worth of work. It's pretty much the most detailed thing I've ever painted to date and I'm rather proud of it .

    and well you should be sir...very nice detail work.

  • that was a little piece of awesome newt...lol

  • This is a screenshot of the events that control the ship:

    http://dl.dropbox.com/u/22173473/movement.png

    thanks a ton chrisbrobs,

    i checked out the example you showed and i could not figure out the math involved with moving the ship, and i don't like copy-pasting stuff i don't understand just to get something to work, but when i saw that it was using two 'versions' of the ship... ...i literally heard the star trek:WOK quote, 'his thinking appears to be - one dimensional.' in my head...lol.

    http://dl.dropbox.com/u/6707683/construct.../asteroids%20html5/index.html

    i used two sticky notes, as the two ships, moving them around on my desk at work, and writing variable values on them as i changed their positions, to figure out the events needed. i must have looked crazy.

    now it's working exactly the way i wanted it to. it rotates while remaining in the same linear direction it is moving, and if you thrust and rotate at the same time, it turns.

    it felt good to figure this out. it's just a newb demo. but it felt good all the same. thanks for your help. maybe i'll get good enough to help others someday.

  • thanks dapeeper for testing my demo,

    in regards to the 'destroy' action, i actually did that on purpose. there are things that i test to figure out functionality, and things i test to find bugs. so i created the destroy sequence to make sure that it worked, but i purposely did not remove the ship so i could continue moving it around to test for things without having to restart the app.

    i'm basically just trying to replicate the functionality of older retro games to wrap my head around the process of working with c2. so i'm not actually making finished products...just yet.

    as for the fps, ashley explained that safari for ipad/iphone is not optimized for html5 performance...thus, the suckage.

  • thank you kind sir...

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harrio

Member since 24 Feb, 2011

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