Vpick's Recent Forum Activity

  • Vpick any chance your project isn't a side-scrolling platformer? I have suspicions that most people who suffer poor performance are using the platforming behavior (including ourselves)....

    But yeah, the interface of C2 is so much more intuitive, but if 8-year-old-me was able to figure Clickteam products out then I think it doesn't matter that much in the end <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Heh it just so happens to be a platformer! xD http://i.imgur.com/XoKwqRo.gifv The gif is only 30 fps, but the game runs at 60 consistently. We'll see how it runs when it's bigger, but so far it's about 300mb, 900 events, and a boat load of environmental assets (trees, grass, etc).

  • I know some people are saying they like how Fusion has native exports, but my fairly large C2 project runs pretty great on lower end desktops. Not sure about mobile though, maybe that's a big difference.

    Either way, I bought the bundle, and will probably learn a bit more about Fusion, but as of right now I just like C2's editor and interface so much more. Adjusting collisions, editing levels, handling layers just seems so much more intuitive to me. All subjective stuff though.

    The install creator alone is why I jumped on that deal, it looks fantastic.

  • My friend figured it out as soon as he saw the GIF! Crazy.

    Ok, so I had to apply the delta time function to the camera I made, as it wasn't frame rate independent like the player that it follows (the Player object uses the platform behavior which already has Delta Time applied to it). Before setting up the camera, I noticed that every once in a while the game might hitch for a fraction of a second, but when I added the camera without the DT function, the ball would just jerk when the game would hitch (very technical, eh?).

    Anyway, for anyone adding a camera to follow a player that's using either the platform or 8 direction behavior (I believe it's different for the Physics behavior), here is how you set it up so that it is framerate independent:

    • Create a blank sprite near your player (preferably on the same layer, though this isn't necessary as long as there is no special layer properties such as parallax), this will be your camera, From here on we'll assume the player object is named "Player", and the camera sprite is named "Camera"
    • Give the Camera the "Scroll To" behavior.
    • Remove the "Scroll To" behavior from the Player object if it has one.
    • Do the following in the corresponding event sheet: Add Event > System > Every Tick. Then click"Add Action" > choose the camera sprite > "Set Position".
    • For X enter: lerp(Self.X, Player.X, 1 - 0.012 ^ dt)
    • For Y enter: lerp(Self.Y, Player.Y, 1 - 0.012 ^ dt)

    The "0.012" number you can adjust between 0 and 1 for different camera following speeds. I have a very fast player object, so I have the camera follow very quickly, but you can tweak the number as you see fit. If you need more information on lerp or any other aspects of this, there are numerous camera tutorials out there, but all of the ones I came upon skipped the part for Delta Time, and they looked like this:

    X = lerp(Self.X, Player.X, 0.012)

    Y = lerp(Self.Y, Player.Y, 0.012)

    Hopefully this makes sense to some people or helps one of you down the road!

  • The basic info

    Here is a GIF of the movement. What is happening here is the player character (orange ball) is falling from a high area, and moving at about 1200 px per second (different speeds are the same), and the red text is an FPS counter. I move left and right a bit to show that it's happening.

    http://i.imgur.com/NpPUrST.gifv

    All the other details

    A few days ago I notice that I am getting jerky movement while moving around the main character in my game, and after a few hours of messing around with no results, I started a new project based on the platformer template, and was getting the same issue. The odd thing is that this only appears to be happening on my work PC, and not the one at home.

    Things I have tried:

    • Running the game in different browers, as well as nw.js
    • Updating Construct 2 and nw.js to latest beta
    • Updating my video driver
    • Compiling the project to see if perhaps it'll run better that way (nope!)
    • Blood offerings to Cthulhu
    • Putting an FPS counter (as seen in the GIF) to see if the jerky movement coincides with FPS dips (it doesn't)

    Since I'm planning on releasing a demo for my game in the coming months I would like to get this taken care of asap so hopefully nobody else has this issue, or at the very least figure out what's causing it so I can put a disclaimer out.

    Honestly, the main thing I'd like would be some sort of built in source control. It's not too hard to set up something that works decently already, but something native would be fantastic.

    Other than that, most things I'd be interested in are just quality of life improvements that could just go into c2.

  • I didn't notice (or forgot to mention) that all properties except for the angle were carrying over.

    Thanks Gmoney, looking at your capx I was able to figure out how to get it working. All I had to do was define the angle of the particles when they spawn, rather than relying on the properties of the particle object that I had in the layout.

    To summarize:

    1.) I made a particle object, defined its properties, and put one instance of it in the layout outside of view.

    2.) After making the player object spawn the particles on landing, all custom properties from the particle object were showing up, except for the angle.

    3.) In the event sheet, I defined the angle of the particles on their creation by the player object, now it works great.

    Thanks for the help!

  • Ok, I apologize if this is oddly worded, but bear with me here.

    So I'm trying to use a particle effect to create a small dust cloud every time my player lands.

    I created the object, and configured the particle to have the properties that I want, and placed it in the layer out of view (since I can't call it without it already existing within the project).

    I setup my character object to create the particle object on landing; simple.

    When running a preview, my character lands on the ground, and the particles appear, but they are set to the default settings (as in the settings before I modified them) for the particles.

    I made sure that when I changed the properties of the object/particles that I didn't just have a single instance of it selected, rather I clicked on the it via the projects tab, and changed the properties before every dragging the first instance of it into the layout. To make sure I configured it right, I took the particle object that I already had in the layer and put it in a place where I could see it upon starting up the project, and it works fine.

    How do I set it up so that every time my player object lands the particles retain the custom settings?

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  • That's lousy. As Ashley as already suggested, you may want to look into something cloud based. Personally I keep all my CAPX files and other assets in a google drive folder, then once a week (or after any major clump of work is complete) copy everything over to a secondary HDD, as well as a USB stick that I keep on my keychain.

    Hopefully what you lost wasn't the end of the world for you, and if not then now you know for next time!

  • Every time I think I've found a feature that I can't implement with Construct 2, I always find out there is a simple solution to it either on the forums on in the manual. Especially as an artist I love this software, and it's really allowing me to live my dream of being a professional game developer.

    Much thanks and love to Ashley and everyone else on the C2 Crew <3

  • Getting support for Achievements and Multiplayer would really solidify Construct 2 as the easiest and best way for indies to develop 2D games on the system; it's a no brainer.

    I would love that support, and being able to put XBox achievements in my game would likely be the tipping point for me deciding to port it over.

  • This is awesome news, thanks for looking into it, Flump!

  • Slightly off topic, you can play games through the Xbox One's browser, as long as your game is set up to use a gamepad. All the buttons are mapped correctly and performance is pretty good.

    Just input the URL in the browser and the game runs much like it would on PC.

    Yeah! I read about that a while back. I am interested however on whether or not this will make it possible/easier to get a game on XBLA.

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Vpick

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