AmpedRobot's Recent Forum Activity

  • Will give it a shot.

    Thanks!

  • I finally got the player ship to rotate properly even after scrolling past the original viewable window, but for some reason Mouse.AbsoluteX or Y, same with Touch.AbsoluteX or Y is not behaving properly when I go to full screen mode.

    Is there a way to go full screen without the scaling modes?

    They are doing something weird and the ship starts to rotate sporadically when playing with the mouse.

    I have tried restarting the browser and software several times, but always the same weird effect.

    Otherwise it works beautifully.

    Interestingly it works great in the Integer Scale mode and there's actually no scrolling artifacting.

  • Never mind.

    Figured it out.

  • Mistyped the second link and won't let me edit post.

    Global Variable Example

  • Hi, everyone.

    Alright.

    I have a weird problem setting up the infinite scroll left and right for the Vertical Space Shooter template.

    I tried it 3 different ways and nothing works.

    See 2 capex here:

    scrollx example

    This one utilizes scrollx.

    Global variable instead of scrollx

    This one utilizes a global variable instead of scrollx.

    The scroll does work.

    The problem are the player angles.

    The player sprite no longer orients properly towards Mouse.X and Mouse.Y or Touch.X and Touch. Y unless one points the cursor really far away, within the original window boundaries.

    I really need help with this.

    The documentation on scrollx and scrolly is very scant in the manual.

  • Actually, never mind.

    Just figured it out.

    For some reason checking for the player sprite angle works better than checking if the system is between player and touch angle which jumps all over the place on same rotation based on mouse distance from player sprite.

    No idea if checking for system between angles is the same as checking if the player sprite is between angles but the latter appears to work better (and make sense).

  • I have been going full screen.

    Well, if it's not noticeable on most pc's that'd be great.

    I do have a really high end self-built desktop.

    It's an nvidia motherboard, 4 core 2.6 ghz processor, and an nvidia quadro graphics card.

    Now, the latter hasn't really been made for games, but for high end 3d work, which I do, but this particular card has never given me trouble video gaming wise.

    If anyone has a regular nvidia card and could chime in that'd be great.

    I had to slow the speed of some of the things in the game because the refresh just couldn't keep up, at least with my setup, but it's still going fast.

    Alright, I'm still in it I guess. I'm still having trouble figuring out the touch versus player angle for my right custom boundary because the readout I get in the game versus the manual just doesn't make any sense, and I need to set permitted angles, and so far it's the only thing really giving me trouble.

    Could anyone chime in on the Custom Controls - Critique thread?

  • Alright.

  • Awesomium doesn't even come in a 64-bit version ??!?!

    So, I can't even test it on my computer.

    32-bit really? After all this time?

  • I've been noticing this for a while.

    On many of the provided examples, mostly the infinite side scrollers (and many others), the screen has these weird flutters when updating the movement of the objects.

    Template: Auto Runner would be an example.

    Now, these are very simple examples with very few lines of code and to me this does not look professional.

    My monitor does update at 60 hertz, so shouldn't this be smooth?

    Does this get better after the Awesomium export to EXE?

    Quite frankly, this worries me.

    If Construct 2 makes this weird artifacting with a few simple objects and a few lines of code, what about larger projects?

    I've also noticed this in Ubi Land from the get go.

    I thought Construct 2 would be a great way to practice prototypes, maybe even make a commercial game.

    Now, I'm not so sure. I'm regretting a bit spending money for the license without testing all this ahead of time.

    I don't think this should be happening since there are other games made with Javascript (lightning fast now) and HTML 5 and they don't have these issues.

    Maybe learning Javascript would be the way to go?

    Of course, then I'd be getting into programming more and all I'm interested in is design.

    Sigh....

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  • Also, I forgot to add:

    1) The angles I had to use for the check where the player is at the right boundary don't seem to make sense versus the manual or the readout in game, but this is the only solution I found that works.

    2) Also, when you reach the bottom boundary, the screen occasionally seems to scroll down a bit for no reason.

  • Hey, guys and gals.

    Alright, here's my custom touch control boundaries solution.

    By that I mean player ship movement using left mouse click, so the player ship does not go off screen.

    I did not use the built in behaviors (Bound by Edge or Layout) because I wanted to be able to set the exact pixels (it's important for later).

    If you'll notice, it works pretty well in the beginning, but then seems to hang up (or the ship seems to stop for no reason, especially near right boundary, sometimes left, and then resume, but only if you click several more times).

    It does not seem very elegant and would probably come off as buggy to a player.

    What do you think?

    Did I do this right?

    Is there a better or fancier way to do this that's more full proof?

    Here's the capx.

    Custom Touch Control Boundaries

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AmpedRobot

Member since 4 Jul, 2013

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