Behamut's Recent Forum Activity

  • This is just a great idea!

    I would love to be able to go, but unfortunally living in Argentina as i am, it will be a more like and odisey than a meetup for me , jeje.

    But anyways, i hope this can be made a reality and not just die as an idea.

  • Great! Thanks for the quick answer Kyatric!

    See ya!

  • Wow, what a hard little son of a ... jaja

    Great game man, and a very good level design.

    I think the difficult may lower the target audience quite a bit, but if you aim to hard gamers then you not need to lower the difficult, on the other hand, if you want your game to be played by more people you maybe want to lower to difficult to avoid frustration.

    I will continue to playing this game to see if i can get to the end!

    See ya!

  • Hi all,

    I would like to help this community to grow, as i find that it is a very "familiar" and helpful one.

    For that, i would like to help to translate Tutorials or Manual entries to spanish.

    I'm a student in a Game Design institute and i found that wherever i'm asked for help in construct 2 and i send them the links to the some tutorial that are still not translated, they just drop the enthusiasm of making the game because they don't know english.

    Well, if i can put my service to good use please let me know.

    Ashley, i don't know if this is the right place to post this, please correct me if i'm wrong.

    Thanks.

  • Thanks ramones!!!! really helpful, and really fast too, <img src="smileys/smiley4.gif" border="0" align="middle" />

    Now it works perfectly! Thanks again!

  • Hi everybody,

    I'm trying to do a sort of an analalog touch control system, it is for mobiles platform (currently tested in Defy+ and Galaxy S3) so i hope that the moviles developers could help in this one.

    Well, the problem is that i can't get the control to work correctly, so far i manage to make the character move correctly as long as the screen does not move, but once the character move and the screen moves along with it, the does not work anymore. I think that this is happening because the layer parallax property (in which is the control pad) is set to 0,0.

    This is the only "code" or event i'm using to create the movement.   <img src="http://i.imgur.com/Vy9yw.png1" border="0">.

    And here is the .capx

    I would really apreciate if someone could help me to figure this out.

    Thanks in advance!

  • No problem, i will make sure to test it...

    See ya!

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  • Well, for the first question, i didn't try to use a custom font, i use the Arial default font 'cause it fit well in my game, anyway, i think you may find usefull this thread.

    As for the second question, yes, i tested it on Galaxy S3 and Motorola Defy+.

    An just one more thing on my side, I was wondering how do you spaw enemies when your character is at certain distance, which event are you using? The only way i can think of is to put a blank sprite in certain point and then calculate the distance between the character and that sprite, if the distance is correct, make that sprite to spaw an enemy... is that the way you do it too?

  • Thanks for de advices farsmile90!!!

    I followed all of your tips and mixed them with a few of my own understanding, and i achive 50-60fps all the time!. A really impresive boost of performance may i said, so thanks a lot my friend!

    As for the SpriteFont plugin, it is a text plugin, but not the one that comes by default with C2. I'm talking about this Plugin, and as it is said in here:

    "NEVER use text object

    Rendering text on canvas is a very inefficient operation at the time. Use spritefont plugin or textbox. Be vary of their limitations though."

    But before using it i should have checked if it was supported by cocoonJS, couse it is not <img src="smileys/smiley36.gif" border="0" align="middle">. So the error i was getting was cause by this plugin, once i deleted it, it work perfeclty.

    One again, thanks!

    Cheers!

  • thanks for the time dude,

    As for the tips you give me i see i was working ok, i already had implemented the "enemy chase you" part and the textbox part. Actually i don't use the textbox, i use spriteFont, it should bost the performance cause it easiest to render than text box, if you are not already using it i recomend you to do so,

    Now, the critical point, i used cocoonJs, but i can't get it to work, i keep getting this error message:

    <font color=red>JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined> is not an object. Cause: Tag: timer Function: function () {a.go();} have you ever see something like that? i'm out of luck man, =D

  • HI, ludei and everybody

    maybe is should open a new thread cause this seems to have no activity for a couple of weeks, buy anyway,

    i'm trying to use cocoonJs, but i keep getting this error:

    JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined] is not an object. Cause: Tag: timer Function: function () {a.go();}

    Don't know what it is about, the only function i'm using that can be related to that is "wait x secons", but if i remove it, it still give me the error.

    someone have seen the same error? if so, how were you able to fix it?

  • Hi,

    don't know if this is the correct place to write this o should i open a new thread, but anyway, the title of this treath is the same as my problem, so i will post it here, correct me if wrong.

    Can not post the .capx because is for commercial purpose.

    But i'm getting this error:

    JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined] is not an object. Cause: Tag: timer Function: function () {a.go();}

    Can't figure out what it's.

    Thanks in advance....

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