Sargas's Recent Forum Activity

  • This is great man :D I'll keep it for future reference =)

  • redrazor11 are you sure you didn't have the browser zoomed? my game is 1200x700 :D

  • Zephlon oh, right, i updated the dropbox file! now you should be able to play it =)

  • You can play here :D!

    September 22.

    It's still lacking graphics, story and sounds, but it's getting there =)!!!

    Please leave a comment with some feedback ^^

    Enjoy =)!

  • An easy work around to this is if you tell the game that when the player is on top of a moving platform make the platform solid, otherwise just make it jump-thru.

  • Well. I'm not having the disappearing sprites issue anymore. I cleaned a lot of code, made the game a lot more lean and efficient. Positive side effect: now I have a constant 60 fps throughout all the game.

    edit: scratch that, it's just less common.

  • dl.dropbox.com/u/20613220/verticalsinetest.capx

    Most of the times, when you fall into a vertical moving platform with the sine behavior (any type) and the jumpthru behavior you will just go through it. (only if you use jumpthru instead of solid)

    You have to fall on it while the platform is going up.

    =(

  • stevo301103 all the event where though from scratch D: it's my first game after all... what do you mean by engine?

    Twinsonian thanks man :D, and yes, I'm still trying to find out what is causing the sprites to disappear.

    Rory It is in fact a tech demo slowly evolving into what the games is planned to be =) I will take you'r advice into account. and BTW, i loved your game (I gave you 5 stars like a month ago =P)

  • sir yes sir =)

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  • (el menu dice que puedes elegir conrtoles, pero aun no esta peusto eso xD)

    (sept 17)

    If you have 10 mins, could you guys please play the whole scene and report if some sprites start to get invisible at some point?

    (any other bug is welcomed as well)

    thanks :D

  • I'm making a game in which you can choose difficulty, and I'm wondering, in terms of efficiency and performance, is it better for construct 2 to be told exactly what to do or having it calculate what to do?

    For instance; I could tell the program that a bullet does 1 dmg when on hard, 2 when on normal and 3 when on easy.

    or i could tell him to just set the damage of the bullet to "1*difficulty"

    I already made the whole difficulty system with a vast amount of calculations for everything related to it. But which option is better?

  • ryguydavis well, they do banish, though my game doesn't freeze then the sprites start to disappear :S

    things related to this:

    1)not all sprites are affected

    2)at the time the disappearing starts bullets-behaving objects start to move much faster.

    And for some reason my game that runs a 60fps on chrome, runs at 3-12 on internet explorer :S

    I'm still working on reducing the size of the capx =(

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Sargas

Member since 13 Jun, 2012

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