MonstaMunch's Recent Forum Activity

  • Thanks for the info both of you. Helpful as always :)

  • Sorry for another basic question, but I did search and couldn't find it (I guess I'm using the wrong terminology).

    How to I change the appearance of the grey box that surrounds my layout? Nothing fancy, I'd just like it to not be there, and from looking at other people's games, I see it's possible.

    Also, if I want to change the background surrounding the layout from the standard black, can I just edit the index file after exporting, in the same way I'd edit the background in any other html page, or will that break stuff?

    Sorry again for nooby questions, and thanks in advance for any help.

  • Is the layout smaller than the screen size it's scaling to? If so, you need to set unbounded scrolling to yes for centered things to actually be centered :)

  • Have you tried following all the steps in the performance tips bit of the manual? I found making sure I was within the suggested limits of particles made the biggest difference.

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  • Yes, the "renderer" expression returns "webgl".

    Through spending the day changing things a bit to minimize particle use, I've managed to get it up to around 40-50fps which seems ok, but still not ideal.

    I'm running it on a Vaio with an Nvidia 310M. It's not fantastic, but I've found it can play most modern games at a reasonable framerate.

    Chances are it's an issue with my events and conditions, or one of the changes I made when I discovered your link about delta time (I tried to get clever and just ended up messing things up). This is a project I've been working on since I discovered C2, and clearly I've made a lot of errors along the way. I'm just trying to clearly understand all the things I got wrong so I get them right on my next game :)

  • Clever stuff, thanks for the info :)

  • Thanks for your help :)

    I was planning to purchase the standard edition tomorrow. If I have to reinstall the program each time there is a new version, how does that work with the licence and stuff?

  • As the title says, how do I update it? I realize it's probably a dumb question, but I just tried to open some capx files and it said they were made in a newer version so I can't open them (I currently have R80.2).

    I have the preferences set to check for updates, and allowed C2 through my firewall. There doesn't seem to be a "check for updates now" button so I assumed it was automatic on startup or something, but that doesn't seem to be the case.

    Thanks in advance for any help.

  • If you give a link to download your capx, it will be easier to try to help. :)

  • Thanks Ashley, that makes sense and solved everything <img src="smileys/smiley32.gif" border="0" align="middle" />

    Edit: Slight issue, and I'm just wondering if it's normal. I've found that by going fullscreen, the framerate drops by half to only 30fps, and at times even lower. If that is normal, what steps can I take to improve the framerate? I've tried "pixel rounding" as suggested in the manual and tutorials, but it didn't seem to improve anything.

    I can send the capx if requested, but it's a bit big.

    Edit: More info incase it's needed: I've tried both Chrome and Firefox, with the same result. Both rendered using webgl. I've also made sure that the project meets the suggested criteria in the Perfomance Tips section of the manual, with regards to maximum numbers of objects and particles.

  • dl.dropbox.com/u/66278067/simple.capx

    That's a very simple example (only 3kb)of my issue.

    500x500 window, with an object placed at 250,250. I'm on a 16x9 ratio monitor, and in full screen (scaled) the object that should be at the center of the screen is way off to the left, even when I add the scroll to behavior.

    I looked at the relevant tutorial, but the Anchor behavior doesn't work as I assumed it would. It says "relative to screen size" in the description of what it does, but I thought that meant that if the screen size increased, so would the distance between the object and the thing it's anchored to, but it doesn't seem to work like that, and it doesn't help for centering an object.

    The next thing I tried was anchoring it to both top left and bottom right, as if both distances were kept relative, that would (I think) result in it being centered, but it just made the object have a fit (don't know how else to describe it).

    Any help in working out what I'm doing wrong would be greatly appreciated.

    Edit: I should also add that in the initial instance where I came across this problem, the layout is bigger than my screen, and I still experience the same issue. I can see why my small scale example might not make that clear, sorry for any confusion.

    2nd Edit: I've just realized when I was trying with the larger layout, I hadn't removed the anchor before removing the scroll to. It now works. This means a workaround is to have an object in the center with scroll to, and anything else that needs to be positioned relative to the center of the screen can be pinned to that object.

    I'd still like to know if there is a better solution.

  • Assuming your stones are seperate sprites, the condition and action you just described should only destroy the stone that is clicked.

    If you want to destroy the stone after touching it a certain number of times (eg Terraria with a weak pickaxe), you can add a local variable to each type of stone. For example, each "normal stone" could be worth 5.

    Then you create condition:

    Mouse click on stone = subtract 1 from local variable.

    Local variable equal to 0 = destroy object

    Again, as long as your stones are separate instances of the object, only the instance that is being clicked will be affected.

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MonstaMunch

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