Asmodean's Recent Forum Activity

  • For me the best Javascript Game Engine, aside from construct, is Phaser. Phaser is more a Framework then a game engine. There is a online code editor, so you can try it out http://phaser.io/learn , but also a tutorial how to get started http://phaser.io/download

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  • I tried cocos2d-js a little time ago. The main problem I had, was the lack of a complete documentation and examples in english. Maybe is it better know, but then you have to be fluent in mandarin to use cocos2d.

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  • There was/is a problem with NW.js and Avast, don't know if this still a problem.

    https://github.com/nwjs/nw.js/issues/4023

    What you could try, if the problem is not Avast, delete the folder with the name of the game in:

    %USERPROFILE%\Appdata\Local

    If the files in this folder are corrupt, it could cause problems, but also all save-states from the game will be deleted.

  • I made an example to look if 30 FPS will save CPU Usage on mobil. Now it locks at 15 not 30 FPS.

    Hold mouse button to spawn some sprite, then double click on the blue square for 15FPS, double click again for 60FPS. It only execute in 15FPS the subevents under every x second event.

    Have a look:

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

  • I already told you, use FireFox, it works. Why don't you follow proposed solutions ?

    It doesn't work for me. I have tried FireFox, Chormium, Chrome and Internet Explorer on Win7 and FireFox and Chrome on Linux Mint.

    It doesn'n work. I have to use Colludium's trick with "keep me logged in" then it works.

  • If you check the "keep me logged in" tick-box then everything is good for me, but if you don't then it is impossible to log in.

    Ahh, thanks. I could logging in for two days. That bug is really annoying. I could see I was logged in, but was immediately kicked out after logging in. I could even send PMs.

  • It's like oosyrag and briggybros said.

    Put all your enemies in a Family called 'Enemy' and put all of your projectiles in another called 'Projectile' for example.

    Give both families a 'family instance variable' (right click on the family name) with the names you want like health and damage. Now click in the layout-view in the left Objects-Windows of all of your objects one by one. If you click an object you will see on the right instance variable in the 'Objects properties'. Now you can give every object a individual value for health or damage.

    Now use:

    Projectile| On collision with Enemy -> Enemy| subtract Projectile.damage health

    The rest does construct do for you.

  • HI,

    i'm actually doing a menu in wich you can set differents names for a team, and save it in an arraylist.

    and there is an option to edit existing team.

    the process i'm using is actually working for teams with simple names as rococo, fire, build etc...

    but it doesn't works when i when to test composed names like: Buring Fire, Space angels etc...

    is there a way i can confirm my test when it find Array.CurrentValue = Input.Text ?

    Are you sure that this works even without spaces?

    Your variable NomExist will be overwritten with 1 even if you found the name in the Array, because the next element set the variable back to 1.Even if the last element is the name you are looking for, the variable will be set to 1 in the next tick, when the loop starts again. The variable will only a very short time 2.

    Delete the first sub-event and it should work. You have to set the variable back to 1 after you have done what you want to do if you found a name, outside of the loop.

  • Make it static.

    By default, local variables reset to their initial value whenever entering their scope (usually every tick), like local variables in programming languages. If the variable is marked static in the Event Variable dialog it will persist its value permanently, like a global variable.

    https://www.scirra.com/manual/83/variables

  • Without seeing your capx I can only guess. I still think it's a problem with the collision polygon.

    If your hitbox (invisible box) has the same size as your chest-sprite, take a closer look at you chest sprite with the image editor. Normally there is a padding around your sprite with a gap of 1 pixel. If your hitbox and the chest-sprite has the same size, your chest will about 1 pixel over the ground, because of the padding. Try to make your hitbox 2 pixel smaller in x and y, so the hitbox is 2 pixel smaller in each direction. Another problem could be the origin-point of your chest-sprite an the hitbox. If both points not exact in the middle you can also get problems.

  • Look at the collision polygon of your chest and the floor where it stands. It is possible that the collision polygon is not exact and has a little space. Then your chest will 'hover' a little.

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Asmodean

Member since 31 Jul, 2015

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