SplashHunt's Recent Forum Activity

  • If you go iPhone, tell me how is the speed...

    I've updated to iOS 5.0.1

    It speeded up a little bit,but is way slower than PC.

    The trail effect gets messed up.

    EDIT: Even using copy & paste, it's not that easy to make it work. Don't know why, but the trail isn't working on the new layout. Must be some event problem.

    I'm thinking of letting the game with those multiple layers and only this layout. Transferring is causing many things to not work =/

  • Yeah, and it's not that hard to transfer.

    And yes, this is some kind of bug.But it just works when playing with iPhone. Because on iPhone it runs slower, and if you move your finger fast, the ball will move to the finger position(jumping everything).

    My PC is faster and then it checks the ball position better.

    Your PC is slow or your mouse is really fast.Dont know how you did it.

    The only way to prevent this, is setting invisible "checkpoints" along the path.But For now I'm focused on ending the 10th level and rearraging this to layouts.

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  • If you have a separate event sheet called vars and make a global variable called Level(Note, you can have the variable on any event sheet, Its just tidy to have some variables on a separate one, As there global any event sheet can access them)

    Then on the Event sheet for the level/game, for example level1:

    Depending on your set up for leveling do something like this:

    Player.OnCollision with (EndFlag)

         -> System.addTo(Level, 1) // Adding one to the level count

         -> System.GotoLayoutByName("Level"&Level) // Here were refencing the level variable, So if the level is 7 were basically saying "Level"&Level(7)

    Do you understand? or do you need me to knockup a example?

    If you share your capx, or PM it to me, I'll add it to your game for you, Or i can make a example to show you.

    Yeah I got it, just haven't seem that option.

    Bah. So I didn't had to buy C2 for now. As my project has only 35 events, and it's very simple. I could do 100 Levels and it would be less than 100 events.

    Now I don't know what to do. Keep doing on layers or transfering everything to separate layouts. Layout would be better to use layers for things that I'm using ZOrder.

    The game is quite simple, take a look:

    goo.gl/Rq13L

  • My question is: why can't your break things up into different layouts?

    For performance it depends on many factors.

    <img src="smileys/smiley9.gif" border="0" align="middle" />

    Layouts..... I didn't know I could create more of them <img src="smileys/smiley9.gif" border="0" align="middle" />

    Lol

    I just bought Construct 2 because of Layer limitations...

    So I could have done this with Layouts... <img src="smileys/smiley7.gif" border="0" align="middle" />

    Layers isn't lagging at all.. I'm just wondering, that it might lag on future.

    Anyway, using layouts would be less recursive. I'm doing : End of Level, Go to Layer Level+1.

    I'm finishing level 10 right now. Maybe I could use a Layout for each 10 Levels, that wouldn't be that bad :p

    But still didn't get it. When going to another Layout does the other Layout unload ? Layouts are just loaded when we go to them ?

    And with layouts I can't find the action "Go to Layout Level". I would have to create a individual "Go to Layout N" for each level.

  • Oh and, I'm using Firefox 9.0.1 and When on preview mode, it has a lag issue.

    Every 5 seconds it lags..

    It's seems to be a browser problem, dont know.

  • I don't feel good creating a topic for those noob questions, but lets go.

    I'm creating a game in which each level is on a separate layer.

    Level 1 - Layer 1.

    Level 2 - Layer 2 .. and so on.

    All layers are invisible, except the one the player is playing.

    If I have like 100 levels, and level 88 is full of objects movind and shooting and jumping etc... Does it affect the performance when the player isn't on this level ?

    1-Do I get better performance, If after each level, I completely delete everything on the past layer (level) ? Or just setting invisible does the thing ?

    2-If my level 88 is full of objects but I just start playing their actions when its actually level 88, is it better than let they playing since level 1 startup?

    3-Should I create all the instances while on editor, or is it better to do - "Spawn object over point(x,y)" when each level starts ? And for that way I need to save the position for each object I want to create...

    I'm just afraid of lagging my game, by using many layers. The Final question would be: Does invisible layers waste processing or only when it's visible(drawing) ?

    Thats it, thx.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I was avoiding this. I solved creating an instance variable for the enemies called TURN.

    I Set TURN to some initial angle. Then when it colides the region, I do

    Enemy1.TURN + 90 -> Set Enemy1.Angle to TURN.

    And It worked.

    Just wanted to do this without extra variables, by using the existing BulletAngleMotion.

  • Hello Everyone. I'm new to C2 and don't know what's happening here.

    I Have 4 enemies(instances of same object), and I want them to move on a square(box) path.

    So I gave them the 'Bullet Behavior' and placed some Region Sprites over each corner of the box. When the enemy steps in, it just turn its Bullet Motion Angle.

    The problem is, this happens just one time, and then even when it collides with another Region Sprite it goes straight.

    I Checked many things, and I'm sure its triggering the event.

    I've also had some kind of trouble with this bullet behavior and instances of same object before. I wanted to set bullet speed to double, but it didn't work. I solved getting all instances every tick and setting each speed. Wonder if there wasn't a better way, like setting the bullet speed for all instances just once and every time a new instance is created.

    So I assume that when I do

    Enemy1 Set bullet angle of motion to Enemy1.Bullet.AngleOfMotion + 90.

    It works, but doesnt save it to the instance.

    Example: Enemy1 Angle is 0. Enters Region ->[0+90] Turn 90� (but Enemy1Angle still 0) , then Enter Region Again ->[0+90] Keep facing 90�,so goes straight.

    And those enemies are facing diferent angles.The first one to reach one region goes to its angle +90. Then the other when reach a region, goes to the same angle of that first guy.

    I Don't know if I'm missing something here, or its just the way C2 Works.

    I Just want to make my enemies walk around...

    Bah, it's confunsing, no one will undestand lol.Sorry, it's just 5am here,sleepy.

    bye.

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SplashHunt

Member since 1 Jan, 2012

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