rfisher's Recent Forum Activity

  • Just like the subject says. I got a sprite with the behavior of platform with the default controls set to "No". On the up and down keys being pressed i set the gravity angle in the appropriate direction to simulate the effect i'm looking for. The problem is that the speed of the object speeds up or starts at the speed from the other direction. The speed should be zero and gradually increase based on the platform properties. I would set the speed to zero when i change sprites direction, but that option is not available.

    To see what i mean, as the blue guy either drops or rises hit the up or down key before it reaches a grey solid object.

    example

  • Thanks, will look at making the changes.

  • Ashley

    I only have 1 physics object moving at a time, the other physics objects are not allowed to move. Setting all these objects to physics is the only way it blocks/stops/restricts the only movable physics object.

    Maze Game

  • I got a maze type game that displays about 900 physics sprites and when i change the origin of the sprite the performance drops from about 55 fps to about 30 fps in IE9. Unchanged in Chrome. Anybody have an idea of why this happens?

  • I'm getting 26-29 FPS with IE9 and about 20 FPS with Chrome.

  • Thanks for the info. I was concerned since there are alot of physic sprites on the layout. The maze is created using a plugin i made implementing the Recursive backtracker algorithm. Which means there are alot of sprites created on the layout and its known that when you have alot of physic sprites your performance decreases.

  • I have made a maze type game. Right now there is not much to the game, you can just use the arrow keys to navigate through the maze. I'm really interested in the FPS you get, its shown in the upper right corner.

    Maze Game

  • Ashley

    I tried

    var width = obj.width;

    var height = obj.height;

    and i got a assertion failure. I think i'm still not doing something wrong.

    I just figured it out.

    var width = obj.instances[0].width;

    var height = obj.instances[0].height;

    THANK YOU!!!

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  • I'm making a plugin and in the edittime.js i'm using AddObjectParam to add a object to my action. Then in runtime.js in the action function i would like to be get the object width and height. I could only fine the following method as a reference.

    var inst = this.runtime.createInstance(obj, layer,parseInt(temp[0]),parseInt(temp[1]));
    var width = inst.width;
    var height = inst.height;

    I would like to not have to create a instance of the object to just get the width and height.

  • Its now working in r91. I just removed a unused code left over from the example.

  • Thank you for the information, but To try and fix what is not broke in r90 which is broke in r91 is beyond me. I need some kind of feedback to let me know whats wrong.

  • Kyatric

    Well i did fix my plugin so that no more errors happen when using r91. No errors did occur with r90 otherwise i would have never posted about it. So just to fix the problems, i installed r91 on a different computer and when i run my test capx the result is not the same as with r90. So what i mean is, the plugin works with r90 correctly and with r91 is doesn't work correctly.

    Its a simple example that displays a number on the screen. With r90 it displays "200". With r91 is displays "0".

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rfisher

Member since 1 Apr, 2012

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