wizaerd's Recent Forum Activity

  • I imagine the same way you'd do anything that involved multiple instances... Use the condition and select a specific door by it's UID...

  • Would Moveto also move a character or enemy object if they were on the platform? If so, perhaps that would be better...

  • Never mind I figured it out. The unfortunate aspect is the platforms have to be equidistant apart, and place the sine object exactly in the middle of the two platforms...

  • I want to create a vertically moving platform, and I'm using the Sine behaviour on it. When I place the object in the layout, is the expectation that it is the middle point of the sine? I'm trying to determine where to best place it so that it lines up at the top of the wave and the bottom of the wave with appropriate postions.

  • On the one hand, I like the concept of HTML5 games, but there will always be the browser wars that interfere with one consistent platform. I had wanted to make a game for my friends and family relating a family tale while playing. it was a great idea, and it was running great in Chrome. I didn;t test it in IE or FireFox because who uses those crummy browsers, right? Turns out most of my family did, and the game had horrible performance and lags. True, it's purely my fault for not testing in those browsers, but it's such a PITA juggling multiple browsers.

    And this isn't a new thing either. browsers have always had, and probably always will have major incompatibilities. IE, being a Microsoft product tries to set their own standards, which the rest of the industry does their best to either avoid or side-step (understandibly so).

    As long as the browser battles/wars continue, I just don't see HTML5 as a stable enough platform to try and develop for/with.

  • I was doing some different tests as well. On Windows 7, via Chrome and Node Webkit, the game runs great (using C2 143). On Windows 8, via Chrome and Node Webkit, it runs like a dog. Horrible horrible lag. A difference of 30 frames per second between the two.

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  • This would be good but actually there is no really need of it and scirra is a very small company so they should focus on increasing features.

    For image creating you can use gimp and paint.net they are free and they have much more functions

    If that's the case, why have an editor at all. Create all your sprite artwork, regardless of how simple or complex in some other application. Because circles, triangles, and text are such intensive graphics processes, I can see why Gimp or Photoshop would be required for them.

  • you can make a circle using the brush tool, you just have to set the brush size

    It's a filled circle. If all you want is an outline, you'd have to use an eraser a couple pixles smaller and hope you can center it well.

  • In th Sprite Editor, it'd be nice if we could get some other primitive shapes along with the rectangle, such as triangles and circles. As well as being able to include text (which I know would get rendered int the image).

  • Create a sprite with a circle then dynamically re-size it to show a variable "radius/range", and it ends looking like pixelated crap. That is not runtime drawing of a circle, that is displaying an image and re-sizing it, and it looks horrible. It's what I did first before looking for an alternative (aka Canvas plugin)

  • Unfortunately, I cannot do without the Canvas plugin since there's no other way to draw circles and lines in realtime...

  • Actually, I found it. And it's kinda bumming me out. I have a debug mode that displays a lot of object information, and also uses the Canvas plugin to draw circles (reflecting object rnages). Redardless of the mode is enabled or not, it appears to be doing something. When I disable the whole group, it jumps right up to 60. So obviously I need to re-think my debug mode display.

    (BTW, even though I call it a debug mode, it's not really for "debugging"... it's to give the player additional information.)

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wizaerd

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