Paradox's Recent Forum Activity

  • Now, can anyone make one beat and vibrate to the beat of actual music? (Can construct2 even do that?)

  • Something like this?

    dl.dropbox.com/u/85412219/forumposts/SpeakerVibrate.capx

    however using "warp ripple" & "bulge," they both seem to center on the screen rather than the speaker, so the speaker has to be centered.

    Edit for speaker image credit: freeimageslive.co.uk/free_stock_image/midrangespeakerconejpg

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  • this error message pops up when I click the help link at the bottom of the Layer properties list. Tried it in a couple projects, so I don't think it's related to what behaviors or effects were included.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Unknown layer property modified!

    Condition: false

    File: Bars\PropertiesBar - Layer.cpp

    Line: 278

    Function: void __cdecl LayerPropertyChangedHandler::OnPropertyChanged(const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 101 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • My file menu recent list is working, in both 100 and 101. Still showing a couple from r97 even.

    Is yours showing the recent projects on the start page tab? my list matches in both places...

  • When I saw the title, the idea that jumped in my head was a Mad Lib style game, before the game starts, the player records a death sound, a weapon sound, a jump sound, victory yell, greet the princess... etc. Then the game is playable with whatever sounds they made.

    It would be hilarious, imagine people sharing their versions on Facebook.

  • I get progressively slower level to level, not really noticeable until level 6, then level 7 it starts to show little stutters in the fired sprite every second or so. At level 9 it was getting too slow to be fun. (which it is up until then.) I just read some of Ashley's post on Garbage collection yesterday, which I now wonder if I should have read more. because it seems like garbage collection could be a factor.

    found it: scirra.com/blog/76/how-to-write-low-garbage-real-time-javascript

  • Might be complicated but, when the cannonball hits the sprite you reduce it's height to the position of the cannonball, (all dirt above the hit vanishes) minus a few extra pixels. Then you spawn a stretched sprite above it from the original height down to a few pixels above the cannonball hit. (draw in the overhang) or if the calculated bottom position is above where the surface was, then skip it as that means the crater is on the surface.

    It would still look like your original animation, except the rocks couldn't be mixed in, as they would appear to shift down.

    (hmm, maybe reverse it, the sky is the sprite columns, moving down hiding the destroyed dirt, rocks wouldn't shift that way.)

    I didn't say it was a complete idea, I was trying to spark ideas to reduce the sprites. You would still have to figure how to handle the overhang sprites when they get hit.

  • I answered on your other post, but figured I should copy it here since I came up with a possible answer while typing it.

    ---

    I'm curious about a faster way to do terrain too, I was planning on trying a catapult game eventually.

    One thing about your current method, it would be easy to turn on gravity for each of the dirt sprites, allowing you to drop enemies for damage.

    Maybe slightly faster but not as interesting would be to use tall vertical sprites like columns of dirt, when they got hit, they could slide down so far. (or reduce in height) It would cut the number of sprites from around 2000 to 80.

  • I'm curious about a faster way to do terrain too, I was planning on trying a catapult game eventually.

    One thing about your current method, it would be easy to turn on gravity for each of the dirt sprites, allowing you to drop enemies for damage.

    Maybe slightly faster but not as interesting would be to use tall vertical sprites like columns of dirt, when they got hit, they could slide down so far. (or reduce in height) It would cut the number of sprites from around 2000 to 80.

  • Heh, <img src="smileys/smiley4.gif" border="0" align="middle" /> that's exactly what I'm working on now. Each level has it's own color, so each frame corresponds to the level number. it doesn't even require another variable.

    Actually, I already have a transparent PNG gradient with texture stretching to fit. The color layered behind it will make it look like different backgrounds each level with very little extra download time.

  • Hmm, using that thought, you could make a 1x1 sprite, stretch it to fit the screen, and not use the add on. Right?

  • Maybe the error message could offer the suggestion"

    "This is not a system expression or variable name in this scope. (perhaps you meant to use quotes?)" <img src="smileys/smiley2.gif" border="0" align="middle" />

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Paradox

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