Eisenhans's Recent Forum Activity

  • As soon as the turds sit on the ground, they look uncannily realistic.

  • You've lain waste to our precious consecutive visiting records with this whole DNS business <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Miro, you might want to use the green dragons at their native scale (or make a smaller sprite), because now their scaling seems to sizzle a bit.

  • Ipad3 and ios6 makes it drop sometimes to around 7fps (it does not really seem to be influenced so much by what is on screen funny enough), but I guess that's expected for now.

  • I love the cat animations.

  • This probably isn't the solution to the problem, but you should use *dt instead of /60.

    In fact, it is..

    I was unaware of the dt-variable, using it fixed the jitter. So what I was seeing was basically the result of a small wobble in the framerate, not a rounding issue.

    Now everything is fine.

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  • I'm doing a vertical scrolling shooter, I'm using the huge layout/ scroll to/ move scroller object with bullet method.

    I basically took this from the Space Blaster example. In this very same example the player sticks to the background i.e. if you don't move him, he will move gradually towards the lower end of the screen.

    To compensate this and to keep him in place like in every arcade shooter I add a value to the player's Y-position per tick, I use

    Player: Set Y to Player.Y - (Scroller.Bullet.Speed / 60)

    I had assumed the tick frequency to be 60, which seems to be correct.

    Now this whole contraption *sort of* works, but not 100% correctly. I get a periodic micro-jitter of ~1 pixel sometimes, which I assume is a rounding problem somewhere.

    So.... how to do this correctly (and keep it relative to the Bullet-speed of the Scroller object which I might need to alter the scrolling speed)?

    Others seem to have done it, the Project Blaze Zero shooter looks 100% in sync to me <img src="smileys/smiley5.gif" border="0" align="middle" />

  • It's really looking good so far.

    I just wished we could fire upwards <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi forum,

    my name is Martin and I stepped on Construct 2 by accident. I was looking for an engine to quickly prototype classical vertical shooters and run&gun-games.. I started by looking for the engine the "Toki"-remake was being created with, but for me this one requires way too much grunt work to get a system going, what I was looking for is basically a finished system where you would fire up the editors and start putting levels together.

    So I discovered Construct2 in a forum thread, went to the Arcade and I was pretty much sold.

    So here I am, proud owner of a personal license <img src="smileys/smiley2.gif" border="0" align="middle" /> and I've almost finished stage 01 of our pitch prototype.

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Eisenhans

Member since 8 Sep, 2012

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