moostrodamus's Recent Forum Activity

  • Named a HighScore table on the arcade to MAML then referenced it like in the picture below in the program on my game over page.

    I had trouble finding the submit a score control until i put it under a "At start of layout"..Helpful ? (also sent pm of this).

  • I am working on some better instructions, like a kind of flight school for the first level...i really appreciate the input megalocrator.

    Some tips to try....

    1.try just flying straight up a bit by holding the "up" button for a second.

    2.Just "TAP" the right and left keys to rotate the ship in the direction you want to go.

    I think alot of people hold the controls down too longand it does get out of control pretty quick.

    ANYWAY...yep too hard...gonna do a better tutorial on the first level and hopefully more people will be able to play.

    Many thanks!

  • Hi Everyone,

    I entered my lander game in the Underground Jam at:

    https://www.scirra.com/arcade/undergrou ... -2317?cp=2

    This is a prototype with 10 levels and an very unexciting ending. I would really appreciate you trying it out and letting me know if it is playable, too hard, too easy, too boring etc.

    All critical input welcome...really!

    Many thanks,

    Moostrodamus (Wayne)

  • Hi Sisyphus,

    Similar joints problem 196.2

    On my game i use distance joints to make a suspension for a vehicle. The asm.js engine makes a very weak spring action and the vehicle bottoms out all the time. There is a big difference in performance of the joints that require radically different settings for frequency and damping ratio in order to approximate the performance of the box2dweb engine.

  • Now i have double posted this...sorry everyone i am a noob at posting to the bug form. The other post has the updated capx's and the proper links and description. Again soryy for any confusion

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  • Exported to Web Version with asm.js selected freezes. I dentical version with box2d selected works fine

    ____ A concise description of your problem here

    When i used asm.js selected as my physics engine in my project with r196.2 when i post it to my server the game will freeze

    The EXACT same exported web version with box2d selected as the physics engine works fine as can be observed in the two links below.

    Both versions when previewed in the editor work fine.

    Steps to Reproduce Bug

    Observed Result

    ____ What happens? ____

    Game freezes on exported html web page save. the program works fine in the editor for preview it only freezes when it is posted to my server.

    Expected Result

    ____ What do you expect to happen? ____

    A block will be created and drop to the floor

    Affected Browsers

    • Chrome: (YES/NO)YES
    • FireFox: (YES/NO)YES
    • Internet Explorer: (YES/NO)Yes Operating System and Service Pack ____ Your operating system and service pack ____ Windows 7 home premium Service pack 1 Construct 2 Version ID ____ Exact version ID of Construct 2 you're using ____R196.2
  • I updated my report above with attached capx's and updated links to the web pages illustrating the problem.

    Hope this helps.

    Wayne

  • Exported to Web Version with asm.js selected freezes. I dentical version with box2d selected works fine

    ____ A concise description of your problem here

    When i used asm.js selected as my physics engine in my project with r196.2 when i post it to my server the game will freeze after you click "lets Jet" which is the button to start the 1st level.

    The EXACT same exported web version with box2d selected as the physics engine works fine as can be observed in the two links below.

    Both versions when previewed in the editor work fine, although i too noticed that the joints with the asm.js engine seem "floppy" or not as strong/stiff.

    Steps to Reproduce Bug

    Click 'Let's Jet' to play

    Observed Result

    ____ What happens? ____

    Game freezes on exported html web page save. the program works fine in the editor for preview it only freezes when it is posted to my server.

    Expected Result

    ____ What do you expect to happen? ____

    Affected Browsers

    • Chrome: (YES/NO)YES
    • FireFox: (YES/NO)YES
    • Internet Explorer: (YES/NO)Yes Operating System and Service Pack ____ Your operating system and service pack ____ Windows 7 home premium Service pack 1 Construct 2 Version ID ____ Exact version ID of Construct 2 you're using ____R196.2
  • Hey R0J0hound...it took me all of 15 minutes to integrate this into my game and get it to register backwards and forwards 360's(negative and positive).

    It was easy to reset the total rotation to zero ready to measure the next flip etc. I can see how i could hold the count to also register 720's etc, but i think i'll just have a fading graphic (bullet behavior)at the completion of each 360 to replace the test text display in the pic.

    I never would have thought to use instance variables. Truthfully i also doubt my brain could have come up with the comparison thing either.. You saved me days of head scratching. I salute your most excellent brain and your community spirit. many thanks for your help!

    [attachment=0:1y2djpy5][/attachment:1y2djpy5]

  • On my way to work...looks promising will let you know many thanks!

  • Hi,

    I am a bit stuck on how to detect a 360 in a stunt car game i am working on(forward and backward). My first thought was to make a variable "stuntAngle" for the car body and try to detect when the wheels are not colliding with the ground and then just count when it reaches 360 degreees.....I monkeyed with that for a day and couldn't get the "wheels not colliding" thing working...ANYWAY, just thought id throw this out there in case someone with a better brain might have some better ideas on how to approach this. Dont need any code, just some ideas on how to tackle this....

    Off to work at job for money...will be thinking bout it all day! Send thoughts please.

  • Hi,

    I am trying to make a mobile side scrolling car game like Hillclimber and have a question about making the terrain for the vehicle to travel over.

    I have read quite a few performance topics in the forum and understand that big sprites take more memory, but you should also limit the number of sprites. I also understand that several small sprites with less collision points is better than one big sprite with lots of collision points.

    Confused a bit about which is more of a performance hit, a larger sprite, or more sprites.

    At present i have 1024 X 256 pixel sprites for each piece of terrain that i chain together to make the level, the screen size of the game is 1024 X 576, so there would only be one or two sprite calls per frame for the terrain... right?

    So my question is (before i try and make more levels) is should I make each piece of terrain smaller like 512 X 256 or less for better mobile performance?

    I just got my first smartphone a Nexus5 (yes i am a dinosaur), and i understand it has a pretty powerful processor, so the game on my phone runs just fine, i would like my game to run on maybe some less powerful phones.

    Hopefully i am making some kind of sense here, many thanks in advance if someone can clarify this or has any better ideas for implementing terrain for a game like this.

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moostrodamus

Member since 19 Jan, 2013

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