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  • Ashley I stand corrected, I understand now the flaw in my logic. The result is indeed much smoother. But the stutter remains at the same levels as I describe it on the other post. In a little more complex scene (with a platform behavior and a couple of solid objects), every now and then there is a gap in the fluidity of motion. It's very small, not necessarily tied with a drop in frame rate (just enough times to raise suspicion) and, to my eyes, annoying. I tried to capture my screen at 60fps to show you what I mean, but using a screen capture software really destroyed the frame rate.

    Perhaps it's just me. I am one of those guys that was annoyed with the old CRTs because of the flickering.

    Thanks for your response, I learned something again today!

  • Hmmm... The top left of the screen should always be 0,0 on a 0 parallax-ed layer.

    Make sure that the lifebar object exist on a layer with 0,0 parallax and 0 scale factor and on start of every layout set its position to 0,0.

    You can do that with code so it happens automatically for all layouts:

    On Start of Layout---> system | create "lifebar" on layer "HUD" at (0,0).

    Of course this means that a layer named "HUD" should exist on every layout with its parallax and scale factor values set to 0.

  • Ashley In rayrays' example I notice the same stutter phenomenon that we discussed in this topic https://www.scirra.com/forum/viewtopic.php?f=146&t=99765.

    In general, the fastest the movement is, the more evident the discontinuity gets. Surely, there has to be a way to overcome this, I mean, I am previewing this on a very decent desktop, the fps are fixed at 60 and yet, if I stare on one point on my screen, the stutter is very prominent and it occurs constantly, some times even more than once every second.

  • The problem is that you are not taking into account the actual image width (856 px) and that causes the jump.

    For some reason I can't upload right now the fixed capx, but the event should look like that:

    if Fog X <= (less or equal) to -856 ---> Fog set X to 0.

    Also, the black Sky tilled object is a bit overkill in size! If you want a single BG color you could just set the bottom layer to be opaque and set its color to black. You can also use a sprite much less in size and stretch it to fill your sky, even a 64x64 with a gradient will suffice if you have pixel rounding set to Off in project settings.

    -EDIT-

    Ok, antivirus was messing around, here is your capx: http://www.eli0s.com/Tests/ScrollingFog.capx

  • You're welcome!

  • Providing that the family that its name I can't read and has the spawn action is the same as the one in the condition (Level2Enemies), then yes

  • Hi,

    I have spawn triggers with trigger ranges assigned to them. I'd like to display these ranges graphically but only in the editor. Building logic to scale some circle sprite wouldn't do, as that wouldn't show in the editor, right? Son any recommendations how to best set this up?

    What do you mean by that? Can you be more specific? Do you use some circular sprite to detect collisions? If yes, then how come this doesn't suffice graphically within the editor? Can you provide an example capx?

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  • Then why destroy them? You could just hide them, set their opacity to 0 and when the player dies just pick them all and restore their opacity to 100.

  • Bellow the "every 40 seconds: condition add a "pick a random instance" (from the system conditions) and choose the family. Don't change the actions. It should spawn an arrow randomly from each object from the family now.

  • Oh... I was to slow

  • You can invert most of the conditions by right clicking on them and choose "invert" from the drop down menu. You should see a red cross-hashed "equals" symbol.

    e.g.

  • You're welcome!

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eli0s

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