brushfe's Recent Forum Activity

  • > chill they got the message it'S the weekend

    Completely rubbish

    Spending weekend doesn't mean that you have right to strip someone's weekend. I lost 2 days of productivity.

    Not sure there's any need to jump to conclusions here. For all you know, there could be people trying to solve this since Friday.

    We all signed up for a software service, and services go down. It's part of every software service. If that's not factored into your productivity, you should look at your workflow, rather than lash out at others for inconveniencing you.

  • Thanks for the replies!

    I should've added this is a new problem, starting with r270. It may be tied to the new effects editor; I'm still trying to understand where the problem is coming from.

    But I didn't know about the layer trick! I'll definitely try that out.

  • Has anyone experienced a drop in FPS using when using effects and Fullscreen Quality set to High?

    I've got a rather large project that uses multiple Replace Solid Colour effects on sprites and tilemaps. When I enable the effects, the fps drops from ~60 to ~30 when the Fullscreen Quality is set to High.

    When I switch to "Low" Fullscreen Quality, the FPS sticks to a steady 60+.

    I'm trying to find time to boil it down to a bug report, but if nobody else has had the problem, perhaps it's something on my end!

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  • No matter how many times I watch another one I never learn anything, it's always the same ultra basic tutorial where they just show you how to add a sprite to the scene and how to make him move.

    How do you actually make a full game? How do you make something, that's playable?

    How do you visually script the actions you want for the games you're trying to make?

    Like let's say I wanted to make a top down 2D Battle Royale game.

    How would I create a zone? How do I create an inventory system? How do I display the amount of people still alive? How do I create a random RNG system for loot?

    How do I play a separate animation when I shoot? How do I create a melee attack?

    How do you set up hitboxes? How do you make a game over screen?

    One of the important things you're highlighting here is the difference between what you want to create (inventories, etc) and how to create it (event sheets, layouts, etc).

    How I learned was by drawing out, with a paper and pen, what I wanted to create. An "inventory" isn't just an "inventory"; it's a grid, with 16 boxes, that can have an item in each box.

    Then you add the player experience: what you want people to do. In the inventory, players should be able to select different items, and see a description.

    What's interesting is now we need to draw two more things on our piece of paper: a cursor (for the player to select items), and a text box (to show the item's description).

    Pick your favourite game and break it into pieces like this. Draw out other inventories and see what they created. Or levels, characters, bosses, weapons - it's all the same. Just a bunch of little pieces that add up to something greater.

    Once you go through this a few times, you'll have a piece of paper with everything you need to create, and what it's supposed to do. Now you can go figure out how to create it in Construct.

    You can look at the included example projects, and find ones that already have things you're going to create: cursors, text boxes, grids, etc. That will show you how to create those in construct. You can also look up tutorials. But between the amazing C3 manual and the included projects, chances are you'll find examples of what the pieces you're creating.

    Games are just that - individual pieces. Like any program, you're going to need to understand the basics of Construct (event sheets, properties, behaviours). But after that, you're just making lots of little things that add up to something greater (and hopefully, fun).

  • You should report it to the bug tracker:

    github.com/Scirra/Construct-3-bugs/issues

    It's hard to fix things going off a few screenshots, and how you discovered the bug is more important than the bug itself, you'll have to include an example of how to recreate the problem.

  • It looks like some other users have encountered this problem.

    I'd read through this, and the comments in the C3 bug report mentioned, to see if any of the suggestions apply to your project:

    construct.net/en/forum/construct-3/general-discussion-7/serious-audio-bug-ios-160887

  • Some questions that might help:

    • Could you describe the static noise?
    • Is it entirely static instead of the audio file playing? Or is there static while the audio is playing?
    • Are you listening on the ipad's speakers or on headphones?
    • Are any devices/plugs connected that could cause interference? (e.g. I had background static in a rasperry pi because from an audio jack being too close to another wire)
    • What generation is the iPad?
  • You might want to check out this fantastic template in the Asset Store:

    construct.net/en/game-assets/game-templates/cave-runner-game-kit-58

  • I wasn't sure whether I should start a new post or add it to this one, but it's about the same topic.

    Trying this link leads back to the construct home page. Is this a redirect problem?

    scirra.com/forum/arcing-projectile_topic54153_post338694.html

  • At first glance, it looks like it's due to the 3 second wait you have before setting enemyturn to false. If the player's hp is greater than 0,enemyturn is true for three seconds until you set it to false. During that time, all of these events will run. I'd try disabling the wait actions and see what happens.

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brushfe

Member since 21 Jul, 2013

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