Doesn't work 9-patch for you?
https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/9-patch
Hoi totoe, I hope I fixed it. Reverb only works on old songs, on new songs it has no effect. It's not only the plugin. The web-player/composer has the same effect.
It was like I said he (John Nesky) changed the whole player and so some variables wasn't there anymore. Official only 'play' and 'pause' is supported. My plugin is a dirty hack and something what you actually should never do because it will sooner or later break the plugin.
drive.google.com/file/d/1fv6WTQ0c6OmqLpvUDpf7dpUYJgotXuV2/view
Looks like it's a retro computer magazine for 8 Bit Computer. Looks nice thanks for the link.
Something similar is the Kilobyte Magazine:
retro.wtf/kilobytemagazine
Hoi totoe, I looked at it and it seems he changes the complete engine of the player. It's all completely new. So all new Songs want work on the old plugin. I will take a look, but this will take some time, because it's all new and I cannot guarantee that it will work like before, because there is only play and pause officially supported.
Playing checks if the animation is playing not if it's not playing. The else doesn't work here.
You have to make a new animation. like 'stop' and change the animation and check for the new one.
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for 30% in X it would be:
-> System: Create object back on layer "back" at (fore.X×(0.3)+OriginalViewportWidth×(0.35), 175)
fore.x*(parallax in x) + OriginalViewportWidth*(0.5-(parallax in x)/2)
fore.X×( 0.3 )+ OriginalViewportWidth×(0.5-0.3/2)
You have to take in account that the background is also scrolling only with half of the speed.
Try: -> System: Create object back on layer "back" at (fore.X÷2+OriginalViewportWidth÷4, 175)
for the background object.
I think the ESC-Key is occupied by the browser in Fullscreen. So no key press comes through and isn't recognize. I think the easiest way is to choose another key like F12.
There are several ways to do that. I made two examples.
The first uses the Sine-behavior. You have to put your enemy in the middle of the platform and set the magnitude in the sine behavior to half of the length of the platform. The advantage of this is you can set you enemy where you want, even in the air.
The second uses the Platform-behavior. You have to use two invisible sprites as markings to know where you enemy has to make the turn. I think that one is easier to understand.
drive.google.com/file/d/1lXrsgIF93Luk3dbr_btuu-3LKrvWXo3w/view
Your 'var_zombie_health' need to be an instance variable not a global. Otherwise it's not possible to see which zombie has a value of 0 health.
I think that depends how much objects you have. It seems that in your example the impact of the CPU usage isn't that much with much higher values, but you can only be sure if you test it on mobil.
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You could use the 'set stepping iterations'.The better accuracy of velocity and position doesn't cause that the joints break. If you use 60 in both velocity and position the joints should never break, but that causes more CPU usage. You have to look what's the best for you.
Member since 31 Jul, 2015