stillinthe90s's Recent Forum Activity

  • Got it!

    Turned out that it was the fullscreen function along with over use of always -events.

    Fullscreen really seems to act in weird ways.

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  • Thanks for looking at it.

    Did you really not notice any difference in player turning speed, between the small and big rooms?

    The problem with 800x600 is that the graphics are made for higher res, so everything will look big and blurry in fullscreen. Running in a window is really not an option since the idea was to have GUI bars with text and stuff (and they would turn out very small). Plus, the idea was also to have shooter sequences which demands a larger "view" for the player (i.e. you won't see the enemy until he is in your hair, running in 800x600).

    Oh, well. I guess it's sprite scaling time then.

    Thanks again.

  • I only used semi-transparent sprites for shading, and replacing them with solid ones didn't really do anything. Thanks for the tip though.

    It may run smoother or even flawless on a fast machine. Could someone verify that?

  • I was trying out some graphics in my learn-how-to-use-construct -project, and found that they cause a massive slowdown to my machine, when run. I fear this is due to several problems. One obvious reason would be that they are big and partially transparent, but my home made keyboard control may also do some damage.

    I would like to be able to run it in fullscreen high res (1280x800 would look good) but that is just not possible at the moment.

    Making the sprites non transparent with fewer colors or cutting them into several smaller ones did not seem to have any impact.

    Any ideas about where to go from here?

    dl.dropbox.com/u/42681740/check.cap

    Check what 1280x800 does to it.

    Thanks.

  • Hat of to you!

    Solved it with a sphere shaped collision mask.

    Not a very user friendly way of setting up mask though.

    I never would have found it without help.

    Anyway, all is well and everyone is happy. Thanks again.

  • Thanks for your quick reply.

    I tried using various "push player out of..." -combos but with no success. It actually made things even more twitchy. The size of blocking objects does not seem to make any difference either.

    I cleaned up the worst mess in the cap but it's still rather messy:

    Edit: failed to post a proper link.

    dl.dropbox.com/u/42681740/topview.cap

  • I'm currently trying to get a decent top-down engine working, and at the same time trying to learn the basics of construct.

    Now, my problem: Whenever the player character overlaps a sprite of my "obstacle" -family, he stops and "bounces" (like he is meant to). Usually. But at some points he jumps through them instead. This only happens at certain points, not randomly. I'm using the custom movement behavior (since the other ones didn't do what I wanted them to).

    Can anyone recognize this as an easy beginners problem or do we need a cap? (I would have uploaded it but it needs cleaning up to make sense).

    Thanks.

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stillinthe90s

Member since 29 Aug, 2011

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