spongehammer's Recent Forum Activity

  • Ha, i see now. makes sense really <img src="smileys/smiley1.gif" border="0" align="middle" /> . Funny how easy it is to become blind to simple things.

    Thanks

  • Hey Nimtrix,

    thats nice and neat, thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

    Not sure why mine didnt work though all the same.

  • Hi could someone take a look at this and tell me whats going on.

    The idea is to press space to bring up a selection and choose one of the sprites, let go of the space bar then click the left button to create your choice.

    Two things are happening.

    Selecting the first one works fine but when you click to select the next one the first one is created on the layer underneath.

    The second problem is more puzzling to me. I can select sprites 1 - 4 in order and it does as i would expect, however selecting 4 first means i cant select any of the others.

    If i change the code to select with the right button and create with the left then it works as expected.

    I had hoped to create some sort of easy to access inventory using the left click only.

    dl.dropbox.com/u/84974566/layers.capx

  • Here is a prime example of the problem. To stop the object being spawned on the layer underneath i would have to put another set of conditions in place. Unless i am missing a better way to do this.

    dl.dropbox.com/u/84974566/layers.capx

    Not sure if there isnt a bug with the Global variable not updating properly too.

  • I think it would be a good idea to have an option linked to the Layer properties which says any input is directed at that layer.

    In other words if you want to click an object the click only applies to the selected layer. Also if the layer is marked as hidden then the objects on that layer cant be selected.

    I know you can do this by checking whether the layer is visible etc but it would just save time. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Looks nice.. but why are you using the bullet behavior on the falling blocks. A lot smoother without.

    Also remove the solid behavior on the objects too.

    Choose circle for the collision mask on the balls

    remove the 2 spare vertex points on the triangle collision polygon. Not sure how much difference that makes though.

  • Why not just add an amount to the sprite height and width ?

  • 45fps on Chrome idle, 25fps on Chrome moving around. Drops to 2fps on Chrome when firing. Processor's temp got quite high as well, 81C.

    Thanks for that. Just wondered if it works on Firefox at all ( regardless of speed)

  • Thanks

    ASHLEY. I realise i cant use this in any meaningful way but i just highlighted the difference between the preview and the Web output.

    I hadn't thought about the error checking etc slowing it down, makes sense i suppose <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Forgot to mention, doesnt run in firefox on my PC for some reason.

    Would be interested to know if it does on other machines ( regardless of speed )

    btw. I did try to edit my first post but i kept getting authentication errors.

  • Well done! a lot better than Powerpoint <img src="smileys/smiley1.gif" border="0" align="middle" />

    Check you spelling though in Outer Core ( Temperature ) <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Hi

    When i preview this with Chrome on the desktop i get about 10 FPS Idle.

    If i run it from the web its a 60FPS Idle (drops to 30 in use.)

    If i package it through Node web-kit and run it on the desktop it runs at 60 FPS

    I know there are lots of objects on screen (over 50,000) but its more of a test than a game. I just cant understand the slow speed with the chrome preview.

    dl.dropbox.com/u/84974566/test/index.html

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spongehammer

Member since 30 Oct, 2012

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