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  • +1 definatly, and i think i have suggested this already as i experience the same thing, but i believe its again a matter of limitations in the editor. the only thing you can do i maximizing you projecttab height, and start dividing them in folder you can see

    edit, yes also good tip Nimos

  • in the end you will realise that everthing in this world works as a parent - child relation, thats why we need an objectstructure, and this is simular as a family in family

  • i were still talking about construct, then you can be a member of multiple families too

    maybe, two families are members of the west side "group/gang" and are moving both to eastside, while one family has guns and the other on has bats

    or one is with cars and the other one on foot but both go in the same direction

  • newt are you saying we should call it gang instead of groups ? then i agree, its indeed all thesame rapped into another name, but naming things is a big part of programming dont you know that

    what can a gang do that a family can't, thinking on that one

  • this would be actually best done in a group functionality, if you see a group as positional nullobject

    you could see it as a "layer" and offset however you want, it can be everywhere, can have multiple families in it

    you can add and remove things from it, a group is a parent of all children that are in it works on sprites, you can destroy groups, ...

    move and rotate would update the world position of all sprites in it

    maybe you could add additional events to groups that can work on multiple families

  • ++1 absolutly, im kind of expecting this will be in eventually, but i guess not possible for c2, seems like "spriter" could use it too

  • trance , so why do you ask, its your only option it will depend on you skills with construct and how complex you want it to be...

  • i can be very powerfull for apps, i always seem to build engines in construct, wich is kind of strange actually but fun to do , but its missing some core elements for doing things efficiently, that you would have to design or think of yourself or just need to improve

    also the whole pinning thing is or setting something to another object every tick is getting old, i hope a parent child connection / tree will come someday

    having to pin text to backgroundcolors and all that jazz, is pretty boring, ohwel

    styling your app could actually be a dragg, and is indeed better done in css, but i think this could be great if we would have more control over imageatlas connection, but if you prepare your design well , it can work well ofcourse for basic apps

  • it was a very great problem not so long ago on chrome, but it seems to be fixed "mostly"

    vsync will improve in browsers, its also getting more awareness by sites like these

    http://www.vsynctester.com/

    http://www.testufo.com/browser.html

    kudos to them

    some thing i also found there is that vsync doesn't work well on second screen or is not reliable

    so testing on second screen can also give janky results sometime

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  • lennaert , work in progress, when ready will send notes and assets, still free to do what you want ofcourse!

    there some things that maybe matter of taste, but going for this blue colorscheme might be feel better as a hole, also i think the original blue of the screen looks just better, also using the wide version is better since that its the same as your aspect ratio, some things might be misunderstood gameplaywise, that is a timer on the left right?

    also i would like to see how my vortex animation looks when spawning in the character, will send them shortly

  • lennaert Great work!, plays smooth here, not much time right now will check more later, I have some pointers graphical wise, maybe we can work together finetuning those, I pm you later

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