eli0s's Recent Forum Activity

  • ramones that's brilliant and elegant!

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  • i think its not related with the solution i am looking for

    Oh, ok then, my bad!

  • If you don't care about controlling the fish with the platform behavior and you just using it for the jumping arc, then you can use an other, hidden object to do the jumping and add its Y values to the fish. Check the capx.

    On the other hand, if you do want to control the fish with the platform behavior, then I can't think of something, you'll need a way for the the solid/jump-through behaviors to be object oriented (for lack of better wording), like with the tabbing system that we have for the audio object, or even the shadow & lighting behavior.

  • You can use variables to enable/disable the jump through behavior. Check out the attached capx. Is this what you want to achieve?

  • What DuckfaceNinja said. Link your effect parameters to variables. A bit of a workaround but you will have full control after that.

  • One way will be to use modulus. Check the capx.

  • I hope you get well soon! Keep it up!

  • As good ol' Alice would say, Welcome to my nightmare!

    First of all, make sure that you have the "Parallax on editor" set to yes. Click on any layer and look at its properties. After that, make sure that you are zoomed at 100%, you can achieve that by going into Constructs view tab, there is a button there that does just that.

    Now, by panning around (middle click, or space bar) your scene and centering your point of view on different parts of your layout, you should have a good approximation of where is everything in relation with each other, taking into account the parallax offset. It's far from been accurate and the further away you are from 0,0 coordinates the more difficult it gets to arrange your scene.

    Oh, how much I wish for a 2.5 d camera...

  • What you describe is oxymoron. On the one hand you want an angle based in the relation between the Rectangle and the Circle(s), on the other hand you want a fixed angle for the Circle even when the relations between them change. It isn't the distance that affects the angle, it's the actual change in the angles between the center of the Circles and the Rectangle. Try to visualize two lines that connect the Rectangle's center and the center of both Circles and you will see that they produce different angles with the horizontal axis in your picture. See the attached capx.

  • R0J0hound , I tried your javascript tests and I can confirm your results:

    Firefox: random spikes and some uncorrelated stuttered movement

    Chrome: Almost no spikes and a few occasional jumps in movement

    IE 11: no spikes but some stuttering detected.

    Those results above reflect my experience with actual C2 projects in the same browsers.

    Unfortunately I can't get my self to be accustomed with it. I don't mind this while I test and fool around trying to learn C2, but as a consumer, I would have been very disappointed playing a game that has sporadic jumps&drops in fluent movement. If this is something I have to swallow by accepting html5 as a gaming platform, I find my self agreeing with the camp that had raised the need for other exporting solutions so many times now, it's just not ready yet, it's unprofessional and sloppy to deliver something that has intrinsic flaws like this.

    Anyway, the original poster has a solid answer now, thank you again for the input R0J0, it's valuable and constructive to interact with you

  • I don't really notice the lag, but then again my pc is dog slow with html5 as it is.

    So, if I understand you correctly, you don't notice the lag because even if it exists, the performance of html5 in your pc is already bad and you wouldn't be able to distinguished it?

    I am curious about these optimizations because I have stuttering issues even using 2 sprites, one for solid objects and one for the player with the platform behavior. I am talking about single frame square sprites.

    Some time ago, due to my frustration by this issue, I wanted to make a topic and post a video of this, but when I tried to screen capture the previewing capx, the screen capturing software really messed up the frame rate on the browser. So the issue sifted from the subtle and sporadic stuttering to an inaccurate representation of framerate drops.

    In short, I have no tools to document accurately this issue, other than writing in terrible English about it. But it is there and it's too evident for pleasurable experience, at least in tight platforming games, in my opinion.

  • R0J0hound , thanks for your input!

    I know nothing about the garbage collection process (I've read about it as been a problem in general on other topics though), but any word coming from the great R0J0 I' ll take for granted

    As for the background processes, I get that windows and all the junk I have installed on my system are taking their toll on my PC, but shouldn't this be as true for other games too? My rig is not in its prime any more, but it can still play most modern 3d titles on high settings, with no stutters or other noticeable frame drops.

    To be frank, being as ignorant as I am, I can't help wondering how it is possible for a 3d game engine to calculate and render all those polygons, huge textures, complicated shaders, real time lights/shadows and post effects, and at the same time run smoothly!? Of course there are geniuses behind those engines that optimize everything and squeeze every last redundant bit out of the game, but still, I would expect a 2d engine that doesn't have to deal with most of those things to deliver rock solid results on simple scenes, and I even hopped that its lack of third dimension would give it an edge on what it can display on the other two dimensions.

    I fear that this is all about choosing HTML5 as a target platform, although I have no technical knowledge to support it, nor that it really matters, C2 is what it is and does what it does.

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eli0s

Member since 24 Apr, 2013

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