NetOne's Recent Forum Activity

    AmpedRobot

    Dude, seriously, what is wrong with you? before you start ranting and cussing the software it might be worth sharing an example file of what you are trying to do.

    RIght now you just sound like an ass.

  • > Basically the camera is jumping from pixel to pixel at the low window resolution (312 x 240)

    >

    > The quick and simple solution is to set both

    >

    > Fullscreen Quality to High

    > Pixel rounding off

    >

    > ....

    >

    .....Unfortunately the fullscreen quality is only reasonable in small layouts....

    What do you mean by this ?

    If you load up Demonoire, set full screen quality to high and set pixel rouding off (unchecked) you will get perfectly smooth scrolling in all directions. You may get the odd jank as the c3 editor , or other browser operations fight with the preview in the browser but that will be minimal when deployed as app/ nwjs / website.

    f you are talking about your own game then you need to post a c3p of some sort showing your events and set up. otherwise it is hard to help.

  • using dt should work unless FPS is lower than 30 then you will get movement slowdown. post a c3p

  • Basically the camera is jumping from pixel to pixel at the low window resolution (312 x 240)

    The quick and simple solution is to set both

    Fullscreen Quality to High

    Pixel rounding off

    You need to set the fullscreen quality to high (to to render at max resolution ) to see the benefit of setting pixel rounding off.

    If you just set pixel rounding off without setting fullscreen high there will be no difference as the game is still rendered at the low resolution

    you can also add a lerp to ease the camera to and from the position but not really nessesary at that speed.

    This works with this game because the game assets are of a constant pixelart scale. If there were assets of higher resolution being passed off as pixel art (using fullscreen quality low) this would expose them for the higher resolution sprites that the really were .

  • If you are moving 5 pixels per frame

    then your player speed will be dependant on frame rate.

    Diferent devices may give you diferent performance

    which will affect framerate

    and thus give you different movement speeds...

    ...unless you make your movement framerate independant...

    https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence

  • For C2 you can adapt this raycasting axample for really fast bullets or lasers.

    it does pretty much the same thing as bullet stepping

    It works perfectly and no major performance impact

    https://www.scirra.com/tutorials/902/li ... raycasting

  • Sweet.

  • TheRealDannyyy

    Cool. Sounds promising.

    Although I saw in another thread that C3 runtime will have a new addon SDK and format.

    Anyway I am in no rush but it certainly would be pretty awesome to have in the future.

    Ashley

    No problem , fully understand. It will be great to see the addon repositry grow.

    I wish I had better skills in this area so that I could support. (i think I will try to start learning some JS)

    Just FYI the " how hard can it be ????" comment was not directed at you ... it was supposed to be sarcasm directed at myself... just in case it came off wrong.....

  • There's an addon for mouse lock, maybe ask them to port it to C3.

    Have done. I know your busy with C3 Runtime etc. But if there is any possibility of having a official plug in the future that would be very welcome. I may raise a c3 suggestion fwiw.

    Maybe it is time for me to learn some real programming and look into the addon sdk.

    how hard can it be ????

    (I can already hear all the real programmers chuckling in the background...)

  • also asked here

    TheRealDannyyy

    could I ask.... What is the possibility of a C3 port ?

  • Ashley

    I know there was a C2 discussion on this.

    I didn't really understand what Mouse Lock or Pointer Lock was at the time I read it but now that I am trying to implement KB&M control on my game I have come to the conclusion that access to this API is essential for many modern 2D games

    and I would very much like access to the mouse lock / pointer lock API for my game.

    My in work game is a twin stick shooter. The primary method of control is dual analogue joypad Secondary method would be dual touch

    However I would also like to implement mouse keyboard control, as although it would be preferable for player to use one of the other methods it is likely that most will first come across my game by way of PC with only KB&M access.

    But I do not want the gun angle to follow a crosshair mouse cursor on screen.

    Although this control method is common in many games it is super lame for what is intended as dual analogue control. (as it essentially allows KB&M players to just rest cursor over intended target and move ship with wasd/udlr keys while cursor will remain on target always so gun angle will always point to target. (i.e. there is no aiming skill requirement)

    what I want is the player to be able to make circles with the mouse that dictate the gun angle

    I have already made this work without mouse lock (by dragging an invisible pivot point around close behind the invisible mouse position. and using the angle between mouse position to pivot point position to set gun angle.)

    however this falls flat on its ass as soon as the mouse position hits the edge of the screen. full screen or not.

    As you can see in this case it would be real beneficial to have mouse lock / pointer lock

    .

    in fact any dual analogue type shooter would benefit from mouse / pointer lock.

    there is also another alternative and preferable control scenario that does have a crosshair on screen dictated by mouse movement but the crosshair also moves in line with player. This also requires mouse / pointer lock

    mouse/pointer lock would clearly be turned off on any menu or on escape etc to avoid annoying player.

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  • I tried to enable bullet on both object without any , result

    No it is not as simple as that, read the link above properly, especially the bit about stepping.

    You need to enable stepping and then use the On Step Is Overlapping

    there is even an example,

    https://editor.construct.net/#open=bullet-stepping

    it is all done for you, just read the manual and look at the example

    if you are trying to hit something with a sprite at mouse position then i dont know if this will work but maybe only the falling object needs it

    post a c3p

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NetOne

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