InDWrekt's Recent Forum Activity

  • Animations for off screen items should not significantly affect performance. You could disable the animation if you would like but, it probably won't have too great an effect. In fact, the very act of testing if the torch is on/off screen could completely negate any benefit you would have seen. Take a look at this tutorial about Render Cells for a better explanation:

    https://www.scirra.com/blog/ashley/14/h ... cells-work

  • 2 - No this will not increase performance. All this will do is force the system to test each object each tick to see if it is on screen which would in fact hurt your performance. If you have a really big game with a large number of static objects, you may want to look into enabling Render Cells.

    4 - The pin behavior can have the same result as the set position to object but also has the added benefit of getting rotation from the object pinned to. Also, it is optimized so would cut down on performance issues.

    5 - In almost all cases, using time is better than every tick. Every tick can cause issues because different systems will register a different number of ticks per second.

    7 - You can use more than one else. However, it is only valid immediately following a single easily defined event trigger. Else just means if the last event didn't fire, trigger this event. You can combine an else statement with another condition to create an "Else If" event and have any number of these in sequence followed by i final "Else." See the else section of the tutorial at the following link for more information:

    https://www.scirra.com/tutorials/292/gu ... t-features

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  • This is a very common question that has been answered many times over. A little search in the tutorials section would lead you to:

    https://www.scirra.com/tutorials/74/pub ... uct-2-game

    As for the license, you need either a personal or business license if you intend to market your game. The business license is required after you (or your company) have earned $5000.00 or more. Following the link below to see a comparison of the licenses and, most importantly, read the license agreement for the version you use. You need to be familiar with it.

    https://www.scirra.com/store/construct-2

  • Can you post a copy of your capx? It would be easier for someone here to help if we could see your events.

  • edescamps

    I was going to reply earlier but work got busy so you found a fix before I could get back to it. However, I am attaching a modified version of you project anyway. I think you might find it useful. This version cuts down your event system substantially. I modified the player direction to be a number like the enemy direction variable and added a state variable to each. With that, setting animations and the direction of the boomerang takes far fewer events. Take a look and see what you think.

    I hope this is of use to you and good luck with your project.

  • Iolva

    For the issue with walking off the screen to the left, you could solve the problem by having a solid block the height of the screen just off the left side of the screen. This block would have to move along with the screen so it is always just off the side but that would be the only coding you would need. I would also add one to the right side because, while I haven't tested it yet, I would guess you could probably walk off the right side as well.

    [Edit] I just tried walking off the right side of the world by going to level 1, not picking up the key and walking past the door. I did walk out of the view and fall to my death so, I would suggest having a solid border on both sides.

  • You could make your array a 2 dimension array and store the web address you want to link to in the second dimension like the following:

    _____X

    ___| a | google.com |

    Y__| b | yahoo.com |

    ___| c | newegg.com|

    etc...

    This way you only have to reference the array to get both the text to display and the link to use.

  • Iolva

    Yesterday I got a PM from you inviting me to beta test your game. I'm not really sure why you invited me. I don't believe I've responded to any of your topics but I am always happy to help out. I have played through the entire first world. Here are a few things I noticed:

    What I liked:

      The graphics are simple but attractive. I think the theme and style suit the game perfectly. The signs used as an in game tutorial. Many games I have seen on this site miss this feature. You've got a good options menu giving the user just enough control over what to display. Again, this is a feature many newer developers miss. I like the different Toby friends that can be unlocked and how each gives the player a different benefit.

    Possible Bugs: (None of these are game stoppers, just things that don't respond the way I would expect)

      The player is not bound to the view so, I was able to walk left off the page causing me to fall off the level and lose. The frog enemy in the first world can be touched sometimes without either injuring Toby or killing the Frog. This only seems to happen when both the frog and Toby are in the air and when the bottom of Toby does not first come in contact with the top of the frog or the top of Toby does not first contact the bottom of the frog. This can easily be tested by going to level 6 and when the frog jumps, jump through it. This may take a few attempts but I have been able to reproduce it multiple times.

    Things I think could improve game play: (These aren't really bugs but would help the game keep my attention better)

      The game only works on 1 of my 4 Android devices. It works on my Android 4.4 phone whereas my Android 4.2 phone, and two Android 3 tablets cannot install it. Some of the tutorials don't really give enough information. For example, when I first picked up the laser, a new button appeared to fire it but my right thumb was covering it so I couldn't figure out for a short period how to use it. I tried touching the screen in the direction I wanted to shoot which of course did nothing. It wasn't until I moved my thumb enough to notice the new button that I learned how to shoot. It didn't take long but could have been avoided with just a little more information. The tutorial windows pop up every time Toby comes in contact with the sign. This is annoying and could be avoided simply by changing how to display the dialog. You could display a "read me" prompt when the player is overlapping the sign. The player would then be responsible to tap the icon to display the tutorial. I read a post where you said you could tell the game not to display a tutorial sign more than once. This could fix the above issue but I could not figure out how to do this in game. The movement, especially the jump and fall speeds are extremely sluggish. I would almost like to increase the speed to about twice that which the character currently moves at and increase jump/fall speed even more than that. When bumping a block with something in it, the item appears on top of the block. You could add a little more excitement simply by giving the item a bounce animation. The main menu says tap the "First World" but doesn't indicate which world is "First". I guess in most instances "First" would most likely be the farthest to the left but this might not be apparent to all players. Instead, you could do one of the following: 1-Mark all planets as locked except the first and unlock each one as the player progresses. 2-Gray out all planets but the first. 3-Highlight the first planet. 4-Prompt users to start on the Blue and Green planet. Personally, I think locking and graying out all but the first planet would be the best option. Then, unlock each planet as the player completes a certain number of the levels. Note: I assume you are already planning on locking levels in the live game due to some of the purchase options you listed to unlock levels.

    I know this has been a long post but I hope you can get some help from it. I intend to continue playing through the game and will post again if I find anything else to report. Good luck with your project.

  • This is not a bug. it is an issue with how you handle the directions. It is nearly impossible to get a joystick pointed to exactly 0 degrees on any axis when a player is using the controls. Using the values you are to define the direction will almost always result in 2 directions being selected. What you need to do is set your test value to something other than 0. If you test the Y-Axis between say -10 to 10 then if the player is trying to move to the left or right but the joystick is slightly above or below the X-Axis (which is almost a guarantee) it will not register the Y-Axis. The farther from 0 the less likely the joystick has to accidentally register an undesired axis. You will want to play with this value until you find an acceptable value. Be aware though that this also means the user has to move the joystick farther before the desired direction is registered as well.

  • There is a built in method called distance. Below is it's usage:

    distance(Position1.X, Position1.Y, Position2.X, Position2.Y)

    This returns a decimal value of the length of the line between the 2 points. If you need a distance along a path which changes directions, you could simply sum up all the values of the distances between each change of direction:

    distance(p1.X, p1.Y, p2.X, p2.Y) + distance(p2.X, p2.Y, p3.X, p3.Y) + distance(p3.X, p3.Y, p4.X, p4.Y) etc...

    To get more information, do a search in the manual. You will find all you need to know about the distance method.

  • First of all, welcome to the forums.

    Second, there is a great collection of tutorials that will teach you just about everything you need to know about Construct 2. For example:

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    This tutorial will show you how to handle different screen resolutions.

    To really become proficient with Construct, you should spend some time going through all the beginner tutorials. Also, if there is a feature you want to learn I would suggest you start there.

    I hope that helps you know where to start and good luck with your project.

  • For wall jumping, there is already a wealth of information on the site. For example, if you go to the tutorials page and search for the term "wall jump" you will get a list of tutorials that mention wall jumping. Here is one good example:

    https://www.scirra.com/tutorials/452/pl ... ll-jumping

    As for the after image, you simply need to spawn a sprite object with the same animation as the one you want to show the after image for. This second version of the sprite should have a fade behavior and get destroyed on fade complete. See my attached example for a way to do this. Simply run the project and use the direction keys to move around. If you hold down the space bar, the player will leave a trail behind itself. You can also mess with a few settings like the speed the after image fades, the length of time between each spawn, etc...

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InDWrekt

Member since 19 Sep, 2011

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