Geru's Recent Forum Activity

  • Hi,

    I'm looking for a way to use the same offline stored values (e.g. Webstorage / Local Values) for multiple games.

    Like if you want to make a free demo version with 3 Lvls and let the player continue at Lvl3 (and with all the collected items) in the full version of a game.

  • Haha Ashley you're right...

    Just stupid that I never thought about that easy solution <img src="smileys/smiley9.gif" border="0" align="middle" />

    Thanks for your help

  • Dear Scirra Team

    First of all, I love Construct 2 and almost all of your weekly updates.

    I noticed a small thing, that isn't necessary but would be great in some of the new releases.

    I'm talking about an option to easy detect which kind of object of a family is acutally taken (e.g. in a foreach-loop)

    Here's an example picture i made (I'm really sorry about the bad quality of this picture and the fact I had to edit it (with Paint <img src="smileys/smiley5.gif" border="0" align="middle" /> ) instead of making a printscreen in Construct 2 but thats my only option at the moment...)

    dropbox.com/s/bv6v459bt6ci6hv/lulz.png

    Maybe you think this change would be useless (and maybe you're right in this example picture) but imagine:

    You detect a collision between a shot and the Enemy Family and each of the containing objects (EnemyBig, EnemyExplode) have different ways to deal with it.

    E.g. EnemyBig gets smaller, EnemyExplode shoots bomb fragments in each direction etc.

    Imagine Shot is a family too and just some kind of shots would hurt specific kind of enemys.

    I know there are some workarounds for this problem, but I think it would make things easier.

    And here a small code example of what I mean (ActionScript 3.0)

    foreach(Enemys)

    {

    var EnemyBig:Enemys = Enemys as EnemyBig;

    var EnemyExplode:Enemys = Enemys as EnemyExplode;

    if(EnemyBig != null) { Enemys.Health = 3; }

    if(EnemyExplode != null) { Enemys.Damage = 2; }

    }

    I hope you unterstand what I mean and you will implement it in a future release.<img src="smileys/smiley1.gif" border="0" align="middle" />

    Thanks,

    Geru

  • Ok, thanks for your reply.

    So I will develop my Project in 1920x1080 because every new device got that resolution.

    I hope there won't be any performance issues at this high resolution, but thats probably more a question of how I implement it.

  • Hi everyone.

    I just wondered if there is a performance difference between a project with low resolution, lets say     120 x 67,5 (16:9) and a project with higher resolution,   lets say     1920 x 1080 (16:9).

    Now lets take a sprite with the size 300x300.

    In the 1920x1080 project the sprite has its original size.

    In the other one, I scale it down (16 times in this case).

    If I test the project (fullscreen) on a 1920x1080 display, both of them look the same (so Construct is able to scale from the original size of the sprite) and theres no quality loss at all!

    So I just wondered if it matters, in which size I develop my project as long as its 16:9 and the sprites original pictures are big enough so they don't get pixelated.

    Is it better to develop projects bigger and scale them down for smaller devices or should I develop them smaller then 1920x1080 but with big enough pictures and scale them up?

  • Really nice engine!

    I wonder how you made the camera positioning, that Diddy stays at the left side of the screen until you go back, he turns to the right side.

    Well I use Construct 2, but maybe you have any advice for me?

  • Wow thanks alot, works fine!

    And its indeed a bit simpler then mine :)

    I'm sorry but I still don't get it why my version didn't work :/

    This is what I did...

    For each (snakebody) <--ordered backwards like I did

    {

    if(snakebody.number = 0) <-- the one behind the head

    {

       Pick(Instance 0 from snakehead) <--- is the last instance from snakebodys

    }

    else

    {

       Pick(Actual loop instance) <--- this should be the looped instance, doesnt it?

       Pick(Actual loop instance -1) <--- instance in front of the looped one, right?

    }

    }

    Maybe I unterstood something wrong with Picking Instances?

    EDIT:

    Oh now I got it :D

    I just tried to pick an instance from an instance, sorry :S

  • Hi guys

    I made a little Snake game and have some trouble with "pick nth instance"...

    I added comments to every important thing, but just ask if something isn't clear.

    Snake.capx

    I really don't get it why it doesn't work, hope you can help me :)

  • Oh that works great, thank you!

    I fixed the angle issue, you just have to use "anglelerp" instead of "lerp" and everything works fine :)

  • Rex

    oh yeah sorry, you're right... :)

    So if I run into a solid, I need detection...

    And for jumping+running I'll need another solution, cause your MoveTo needs X+Y for "onDestination" and Y won't be the same if I jump...

    Well, gonna try this out

    Thank you anyway :)

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  • Yeah, as I wrote in my example, if I increase the gravity or set a force downwards hes just getting faster, but the problem stays the same :/

  • Hi guys

    I made a little snowboard game with the physic behavior.

    The problem is, that the snowboarder doesn't stay on the floor if hes to fast or its to steep...

    What i wanted to do is something like this

    at 5:00.

    And heres what I did: Snowboard.capx

    Yoshi drives every curve beautiful, my snowboarder just flies away :D

    Hope somebody can help me though :)

Geru's avatar

Geru

Member since 6 Feb, 2012

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