eli0s's Recent Forum Activity

  • Have you seen this extension for Unity3d? http://www.simbryocorp.com/Ferr2DTerrain/

    I think it provides a very liberating workflow, it lets the developer/artist take a more a spontaneous, visual approach for the level design, rather calculating grids and tiles.

    Have a look at this video:

    Subscribe to Construct videos now

    The creators of Rayman Legends demonstrate their engine and they use a similar system. Look how effortless they make level design/art look <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> (ahem, anyone noticed the paths for the mechanical dragon?)

    I have to stress out (again) the awesomeness of having a 3d space/camera for z-ordering/level depthing (that's an official term from now on people!)! Parallaxing layers is a very tedious task , the further away you are from the 0,0 coordinates, the more awkward it becomes to decorate the levels.

    And to close my ranting, this is an other amazing tool:

    Subscribe to Construct videos now

    It's like having Spriter on steroids but within the engine!

    Imagine those tools implemented in Construct!!! Oh, I can dream, right?

  • I am afraid that it is not possible. I think the object is lagging behind the actual mouse cursor because 60 ticks per second aren't enough for precision positioning. You can notice that is you set any Sprite to follow the mouse coordinates (every tick---> Sprite| set position (mouse.X, mouse.Y) and it falls behind exactly the same amount as the drag&drop object does.

    It really bothers me too, I want to make custom corsairs and other stuff that follows the mouse position and the lagging is very noticeable. The only workaround I've found is the "set the cursor from sprite" action, but it has its drawbacks since it only supports a fixed size and it will scale the Sprite to that particular size (I think it's 26x26 pixels).

  • There are 2 ways that I know of. The first one is to use a container. The second one is to use the UID of an object and link it to an other with an instance variable. See the attached example.

    [attachment=0:32c8h6bp][/attachment:32c8h6bp]

    -EDIT- Unless you mean associate within Spriter, in which case I don't know, I haven't used Spriter enough yet, I am wating for v.1 to come out first.

  • I don't know where is the problem coming from...

    In my PC with an old intel core 2 quad I have the following stats:

    Firefox: 58-60 fps, 0-2% cpu.

    Chrome: The same as above

    IE11: 60-67 fps (!). 4-7% cpu.

    Please mind that I also play the game in a 2660-1440 monitor and it is huge in size (since you have set the game to letterbox scale) and even at this resolution I have no problems.

    Perhaps something is up with your graphics card? Have you installed the latest drivers?

    I read your code and I didn't find any loopholes or something. Everything looks like it won't cause any problems. I think that your event sheet will greatly improve if you use families (include all enemies to one family for example), and some actions could be made calling a function. Also, you could use very small sprites and lessen the download size and since the game's aesthetic is pixel art, it could benefit from point sampling and pixel rounding (at the project settings/parameters). Also, try not to use too many sprites if you can avoid it. You can use the same sprite with an instance variable to check for collisions, also, the life bar system can be replaced with a single tilledBG object. And finally, use actions to create/spawn the enemies, you don't have to use placeholder sprites: See the events 16 and 36 inside the attached capx.

    Cheers

  • Nice game! I wonder where all those CO2 emissions from the explosions go?

    I don't experience any problem at all in my 7 year old PC. The fps are almost always 60 (with occasional drops to 58 or so) and the CPU usage is between 0 and 2 %...

  • Does your screen resolution suffice for displaying the 600px height of your project + the browser's toolbar height?

    A capx file could help us better understand the problem.

  • Perhaps you want the background to move backwards instead of the player moving forwards. That way you will have a smaller layout. Either way, you can use events and actions to drive the forward (or backward) movement and the 8direction behavior to move up/down (or more events and actions). It's pretty easy in fact. See the attached file.

  • You are welcome!

  • You are welcome!

  • Something like this...? Please note that there are 2 events that make the particles fade at a different time. Disable the first one and enable the second one to see the difference.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You are welcome (errr, young one)!

  • I still believe that by using a container is more simple to do it, but here you go...

eli0s's avatar

eli0s

Member since 24 Apr, 2013

None one is following eli0s yet!

Trophy Case

  • 11-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers

Progress

13/44
How to earn trophies