oosyrag's Recent Forum Activity

  • 8 Direction seems to be your best choice then. Any particular reason you are using bullet to move your ships instead?

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    The fanatic medal is broken (probably among others). I'm pretty sure I shouldn't have any.

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    Reasons to sub:

    Scirra supported exporters

    Improved workflow/editor elements

    Runtime update, when it happen - This will probably be the biggest reason to use C3 over C2, when they get implemented

    Able to work on mobile/linux/mac

    If these are of no use to you, then purchase C2, which is and will remain a one off payment, or use other software, of which there are plenty of alternatives. If you have checked out the alternatives and are still here complaining about the price, then you are simply justifying the fact that Scirra has something worth paying for.

    Regardless of how you want to define "locked out", it does suck that you will not be able to edit your C3 projects after your subscription expires, with no way to export to C2 besides manually recreating the project. To update a project after a subscription expires would require another year. Monthly access, perhaps at a higher price rate, could alleviate this. Or it could only be for previous subscribers if the worry is that people will create projects in C2 to export in C3 (which doesn't seem like too big a deal to me if they did buy C2 after all, which is more or less equivilant to a year subscription in C3). I imagine monthly price would be in the $20+ range, which would probably kick off another round of complaining. It shouldn't be too difficult to implement though.

  • Is your log showing each peers' input states correctly?

  • Regardless of if they are positioned or created or not, as long as they are in memory they should be able to be created/positioned immediately. Loading into memory is generally what takes time.

    Otherwise, you can just create a "loading layer" that covers your layout while images are being loaded, then make that layer invisible when the scene is ready.

  • Abstract games can be done with minimal assets (although doing them nicely still takes an eye for aesthetics). Mini Metro comes to mind, or Hexcells.

    Otherwise, is your friend. Find some assets you like as a base and expand on them.

  • https://www.dropbox.com/s/iri6y30n0q47a ... .capx?dl=0

    I used bullet instead of 8direction, since 8 direction decelerates x and y vectors independently and there was no way to set angle of motion, resulting in an undersirable movement path.

    You can probably leave out the picking by UID if you only ever have one block at a time.

  • Not at a computer right now, I can make you an example later. Although I'm sure you should be able to find some already existing examples if you search.

  • Slingshot -

    Using 8 direction or platform.

    On clicked object, set object as selected by saving it's UID to a variable.

    On clicked released, pick object by saved his - set object vector and max speed x,y to difference in mouse position and object x,y.

  • Have you tried on a different computer?

    Doesn't seem like memory issue, collision checks are low.

    Any physics or loops?

    It could be some sort of CPU throttling from the OS, but that is unlikely.

    Total system memory use? Caching vram to page file could cause the symptoms you describe.

    Otherwise... do you have a lot of layered/invisible sprites? With a high resolution screen like that, you might overwhelm the fill rate limit of your gpu.

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  • I made an attempt.... but failed.

    I'm not quite sure why, maybe someone else can fix/finish this.

    It kinda does work if you have each event separate rather than in a loop (activate the group, disable the loop). Must be some sort of picking/repicking issue but the answer evades me at the moment.

    https://www.dropbox.com/s/tnw6yorql2jio ... .capx?dl=0

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oosyrag

Member since 20 Feb, 2013

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