oosyrag's Recent Forum Activity

  • Although it is difficult to determine your problem from the description alone, you might try pinning an "eye" placeholder sprite to the monster check line of sight from. You can use that to debug where exactly on the screen the eye is and what is and isn't in line of sight.

  • What have you tried? Are you having trouble with any specific mechanic?

    Generally speaking, yes there are many ways you can create this game.

    Try breaking down your game into very specific pieces, think about what you want the player to see and do, and make that happen.

  • https://www.dropbox.com/s/211xd1ir76hq8 ... .capx?dl=0

    That was actually kinda fun, not too difficult. Here are a few examples of possible effects all done within C2's included behaviors and plugins.

    Unpolished, but it should give you a rough idea about what you might be able to do (anything really). If I were to touch it up I'd probably use spritefonts to take care of the kerning issue (I imagine you want to use spritefonts if text is a major focus of your game anyway).

    You'll also need to be a little creative to figure out how to properly position the effects within just a part of your text, but that really depends on how your system will be set up so I won't be taking a crack at that at this point.

  • Read the fabulous manual! https://www.scirra.com/manual/98/physics

    [quote:3d26kf5y]VelocityX

    VelocityY

    The current speed of the physics object, in pixels per second.

  • When you pin it, add a for each sprite condition and create the pinned sprite at each sprite.

  • You'll give some more information about your project.

    How are you determining slow vs fast? Do you have fps numbers?

    Do you have a lot of sprites layered over each other? Transparent spirits cost a significant amount of resources as well.

    Are you running any loops? That is another common source of slowdown.

    Also the pixi looks like it's a three year old budget smart phone running a severely out of date version of android which may not even support webgl. Remember that your computer is generally going to be significantly faster than any high end smart phone, so a low end one may not be able to provide a satisfactory result.

  • Hmm I feel like all those effects could be duplicated with functions and individual text objects after breaking a word up in to each of it's letters. I would probably create a typewriter effect system where every character of your text is each in it's own object to keep things flexible.

    I don't think it would be a huge performance hit, as there are maybe 100 characters at a time and text sequences usually don't have much other action going on.

    I might be interested in making an attemt at a later date. No promises though.

  • Hey replying on my phone so I can only give a summary, but here goes:

    A basic parser of a text file will use the newline token for tokencount and tokenat.

    Use a loop to repeat tokencount(textfile,newline) times (repeat however many lines are in the text file). Tokenat(textfile,loopindex,newline) will give you the content of each line.

  • I'm going to venture a guess that this has to do with not being able to pick a newly generated object until the next top level event.

  • Here is a rough capx.

    https://www.dropbox.com/s/7u806ikrra0xg ... .capx?dl=0

    You'll need to work out some things like how you want the speed to be when they keep trying to sprint near 0 stamina, or the rate of stamina depletion and regeneration, and also if you want to use dt.

  • Every tick         | Set MaximumSpeed to max(50,MaximumSpeed-0.5)
    MaximumSpeed > 50  |
    Shift is Not Down  |
    [/code:2krq6s8c]
    
    Acceleration will be based on similar, or whatever behavior you are using to move in the first place.
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  • I didn't even notice that expression! That is a much better solution: all done with one event.

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oosyrag

Member since 20 Feb, 2013

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