BluePhaze's Recent Forum Activity

  • Why not just have the sprite stay on a particular frame of animation until the move along path call?

  • 2Jumbo Any chance you could share the solution with us? Then you could also update the subject on this thread to show [Solved] or [Resolved] so that others can know it has an actual solution.

  • One thing that throws me off is why all the links on this site give a pop up tool tip that says "Game Maker" when you hover over them...

  • The first issue is the one that I have most often. When a player comes close to landing on a jump through but not quite making it, their Y drops to 0 for just an instant and then they begin falling again. The causes some real issues on games where you are trying to design for tricky jumps.

    I have found that it happens regardless of how thick the jump through is. Ashley any word on this? It makes pixel perfect platformers not so pixel perfect as the jump arc gets pretty messed up when a player comes close to a jump through platform.

    This can also be seen when falling off of the edge of a jump through if you immediately hit back toward the direction of the platform. SO run off and then immediately reverse direction back toward the platform and you will see the same behavior.

  • If you tried the Kodu app that Microsoft had for the Xbox 360 then this is just the next evolution of that. It will let you create environments and rules with a very visual language. You can share your creations with others that have the app as well. However you cannot create games that can be run anywhere but in the app. No cross platform, no publishing for monetization, no importing your own assets, there is a world of difference between this and C2. But for console content creation it is a great tool for learning event driven logic.

  • ashesh There is a difference between fixing a problem and creating the game for you. This isn't technically a fix because you haven't actually done it yet. So there is nothing broken.

  • ashesh The whole point of Construct 2 is to do it yourself...

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  • Cover a layer with sprite blocks, set the visibility of any that come within 300 pixels or so of the player to invisible. Leave them that way.

  • Platform and Physics do not interact with each other.

  • Might I also suggest that on such a large layout that you place invisible trigger blocks so that when the player hits the blocks the nearest zombies are spawned. Then there is no checking until the zombies are spawned. And you aren't wasting ticks checking for things that the player can't even see at the time.

  • Yeah, I should add that I get this behavior on Windows 7 64bit and Windows 8 64bit as well.

  • vtrix There is the amount of memory the object uses, and then there is the amount of memory used to store the color value for each pixel on each refresh of the screen. WHile a 1 px image takes up a small amount of memory on the system, if you stretch it across the screen your 1 pixel image is covering however many pixels the screen is rendering which means that the buffer must now store that color value for every pixel on the screen.

    Since C2 games are rendered back to front, each layer in the back renders first and hence it's colors get stored in memory for each pixel and then as the layers above it are drawn in this happens for each layer. So the more overlapping layers you have the more color values must be stored in each frame. This is the memory I am speaking of. The memory used to store the color value for every pixel on the screen.

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BluePhaze

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