boolean's Recent Forum Activity

  • It seems the gravity is taking effect at the same period of duration, but with less FPS momentum not incrementing as high in the same amount of time. Maybe because motion is still rendered at a per step.

    That's what I was thinking too, and may be the same problem as the infamous quake3 jump height bug, where higher frames means gravity is applied more often.

    Try and use *dt after all your events if you didn't ...

    Since this is just using the built in platform behaviour, it should be using dt anyway.

  • Hi all

    I'm working on a game that is a bit of a super-meat-boy/I-wanna-be-the-guy type game, so I'm trying to keep certain events timed the same when the layout restarts and the player replays the level.

    I'm using the platformer behaviour and I'm noticing that when the FPS drops, the jump arcs go all loopy. I think this is combining with the fact sometimes the browser will drop in frame rate for a moment while the player is jumping and where before they could make the jump fine, now the jump arc doubles in height, causing them to run into an enemy. I found this thread from back in October where slw666 seemed to be having the same problem, but Ashley implied it should be working fine.

    I did some tests to see how much the frame rate affects the player movement. In the screenshot below I ran the same layout three times ? The first was at 60FPS, the second was around 40-45FPS and the last was sitting at about 25-30FPS. Those numbers are roughly correct based on the Chrome FPS counter. I got those frame rates by saying once the player left the layout, spawn 10000 instances of a sprite and then restart the layout and repeat.

    <img src="https://dl.dropbox.com/u/20830426/jumpArcs.png" border="0">

    Test Capx

    If you run the capx above you might end up with different numbers, but you should still see the jump arcs changing when the frame rate drops.

    I'm not much of an expert in this area, so I'm at a bit of a loss of what to do. Should the framerate be affecting the player jump arc? Is it maybe that it is working but my test is flawed?

  • Ashley - for those of us that fail at maths - any chance of a feature like the following in construct? :)

    Click the image to go to the page - it's about box2D.

    I can't find any current examples in Construct2, not for lack of searching the manual, tutorials , forums and google.

    I tried running through that same tutorial just last week - At first I tried making a plugin that interacted with Box2D directly, but managed to confuse myself. Then I tried recreating it in Construct...but managed to confuse myself <img src="smileys/smiley9.gif" border="0" align="middle">

    Could something like this be done through C2/plugin?

  • Can we maybe have a sticky thread saying there won't be a suggestion forum before whiteclaws explodes?

    I still think there's merit in at least having a single sticky thread for it where people can post too (like the "What shader effects do you want"?" thread), if not to cut down on the number of repeated posts of the same ideas, but also for plugin makers to get ideas.

  • 1) Ah good point. So I think what's happening is that the pick nearest is only selecting one single enemy (which is good), but then spawning a hit sensor that is overlapping both enemies (which is bad).

    Download V2 Capx

    What this is now doing is spawning a hit sensor, but we are recording the UID (a unique ID that Construct assigns to every object) to it's instance variable. You can then use the "Pick by unique ID" to ensure that, when a sensor is overlapping the enemy, it only picks the one with the ID that we assigned to it.

    2) I noticed that a few times myself. The reason it's happening is because it's saying only if the hit sensor is overlapping the enemy, then apply damage and destroy it. If the enemy is destroyed before this event is run (in the case of two players attacking one enemy), the second hit sensor is never destroyed because the enemy is already dead. To get around this I think you can add a condition at line 29 that when an enemy dies, any hit sensors that are overlapping it are also destroyed.

    <img src="https://dl.dropbox.com/u/20830426/rtsFixesScreens/question2.png" border="0">

    Combined with the first note above, this screenshot is a little out of date (since we are now only destroying hit sensors assigned to the enemy), but you get the idea.

    Hope this helps. You've done an impressive amount of work so far already, it's looking to be a really cool game <img src="smileys/smiley1.gif" border="0" align="middle">

  • I think there were a few issues together which were causing the problem. I refactored some of your capx and it seems to be working now:

    Capx Download

    However:

    1) If I've completely misunderstood what you are trying to do, let me know <img src="smileys/smiley1.gif" border="0" align="middle">

    2) I've only fixed the player sprites for now. Assuming I understood the post correctly it should be fairly easy to update the enemy AI.

    Hopefully, if I got it right, this helps in some way <img src="smileys/smiley12.gif" border="0" align="middle">

  • I'm fiddling about with this at the moment - quick question: If you spawn two playerUnits and one enemyUnit, should the one enemyUnit stop both playerUnits or just one of them?

  • nothaseo: Very cool. The water coming off the bottom of the scooter when you hit the ocean is a nice touch <img src="smileys/smiley1.gif" border="0" align="middle" />

    It's a little strange right now that if you let go of all the keys you slowly float backwards. It makes dodging bullets a bit more difficult than it should be because your constantly tapping right to stay in the same sport. Apart from that, looks good!

  • Hi guys

    I was thinking of posting a tutorial on this site, but seeing as it's my first one I'm a little worried <img src="smileys/smiley1.gif" border="0" align="middle" />.

    Does anyone know if it's possible to un-publish a tutorial? If it turns out my tutorial isn't very good it would be nice to pull it down and rework it a bit.

    Also, what's the etiquette on things like this - Should I post a regular thread with the tutorial in it first, and only then if it gets some good feedback post it to the actual tutorial list?

    Thanks.

  • Now you mention it that is a little strange. Maybe Ashley can tweak the IDE to add that in.

    For now, I just create new blank events the same way you do - add a new blank sub-event and then drag it to where I need it. The only time it gets a bit annoying is when it jumps to the bottom of a long event list and you have to go hunting for it <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Haha, great minds think alike <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'm confused - I thought 0 was right, 180 was left, 90 was down and 270 was up. Do I have them all mixed up? Seems like even after making a topic asking about this a while back it's still tricking me.

    That being said - Isn't there an angle gauge in C2 already? If you have the properties window open and click the little square on the sprite that lets you rotate it, the numbers in the angle property update as you move it. Does this not do what you need? True it only helps when you are working on the layout editor, not during ACE's.

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boolean

Member since 22 Aug, 2012

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