AllanR's Recent Forum Activity

  • I know invisible objects can still be clicked on (if they are buttons). So, I would think they would still be causing collisions as well. I would move the object out of the layout.

  • I had similar trouble when I was pinning objects to something else that was then pinned to a different object. The only way I could get rid of the lag was to pin everything to the same top level object. So if you are setting the bubble to the player position, then setting the text to the bubble location - try setting the text to an offset of the same player coordinates that you are setting the bubble to. That way it can't be a frame behind.

  • I did a quick test on an old project of mine, and the setcolor effect worked just the way it should for me.

    It only works with webGL - are you sure your project is using webGL? Or maybe you are giving the effect invalid parameters... Or maybe it is an issue with the browser you are using (Internet Explorer probably wont work).

    Another approach you could try is to give your tile sprite different animations - a single frame animation for each color you need. Then you wouldn't need to use the effect (or be limited to webGL).

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  • I watched the video, then tried it out on an old platformer test I did ages ago and got it working in a couple minutes...

    I cloned the playerimages object (that has all the animations in it). Renamed the cloned object afterimages, set its opacity to 50, and gave it the Fade behavior.

    Then I added an event: playerobject Platform is jumping

    then added actions:

    playerimages Spawn afterimages

    afterimages set animation to playerimages.AnimationName

    afterimages set animation frame to playerimages.AnimationFrame

    afterimages stop animation

    afterimages Move behind playerimages

    then added a subevent checking if playerimages is mirrored

    then added the action afterimages set Mirrored

    I found that made too many images (makes one every tick), so I added a delay variable to slow that down, which looks better. Setting delay to a bigger number makes less images...

    if you want to create images while the player is falling as well as when he is going up (the second half of a jump is considered falling), then make the event where you check if the player is jumping an Or block, and add another condition checking if the player is falling.

  • The problem is you are never setting the "close" instance variable to false once it is set true by touching the button. So when you touch the second or third buttons, the other buttons still have "close" set to true, so they still play the OT animation.

    I got it to work the way you wanted by adding a sub event under the Touch event to Pick All cityButton, then a sub event under that to select cityButtons playing the OT animation, then an action to set "close" to false. (then their animation gets set to "Default" by the code below.

    With that change the code works fine, but you should be aware that every single tick it has to select all the buttons with close true and set their animation to OT, then select all the buttons with close false and set their animation to Default. That is a lot of extra work, 60 times a second with no visible difference to the user. With only a few buttons, you wont have a problem, but as the complexity of your game grows you may want to eliminate repetitive events that don't really do anything useful, and structure it in a way so that it only changes the animations once in response to user input.

  • What browsers (and which versions) do the computers have? Newer versions of Chrome seem to be running my games slower than before. Internet Explorer has no trouble maintaining 60 fps, but Chrome struggles unless I make the window really small or go full screen...

  • Well, I have tried the stripped down demo on my old 2nd generation core i7 with a VERY old ati HD 2600 xt video card, and get similar results as people above. I also tried it on my newer core i5 laptop with integrated HD4400 and get slightly better frame rates. I tried it in IE, Chrome and FireFox.

    While it certainly looks better when it is running at a buttery smooth 60 fps, I never felt it was unplayable - except in FireFox (at high resolutions) where I was getting around 15 fps and down into single digits and strange, buggy things would happen like swimming through rocks into open ocean, and animations going wacky occationally. (There's a lot of ocean out there.) At low resolutions FireFox behaved itself and was getting much better frame rates.

    Input never felt laggy (just the frame rate got a little choppy). It might help to test if there was a specific task to do that required accurate timing to see if lower frame rates make it impossible (or more difficult) to play - rather than just not looking as smooth.

    I understand your desire to make it look perfect, but for someone who knows they have old equipment, I think it looks more than good enough. (It looks fantastic!)

    As for the "low quality fullscreen scaling" issue - I don't think it is a reasonable expectation that something should run at the same frame rate at any resolution. Any time you are scaling video you are adding a lot of extra work for the gpu. The more you are scaling it, the more work involved. Even though it is being rendered at a consistent size, the final output resolution will have an impact on performance.

  • The parallax settings on the Layer 0 are 100,100 instead of 0,0 (as in the UI layer)

  • I have been experimenting with large layouts recently. My 14 year old son wants to make a 2d minecraft-like game. So, we have been playing around with auto-generating terrain. We are using a large tilemap object that is 1000 blocks wide and 64 blocks tall (tiles are 32x32). It has the solid behavior - so anything you can build, you can walk on. There is another tilemap behind the main one (without the solid behavior) so that when you dig into the ground you don't see the background, and then there is another tilemap in front that hides what is in the ground unless you are close to it, or leave torches to illuminate the area.

    I am very happy with performance on computers, but mobile is terrible. Generating the terrain is really fast! Our tile set doesn't have very much variety yet, but we are planning to add diversity by expanding it to represent different biomes.

    You can dig blocks out of the ground, but you can't build on top of the ground yet. Press A and D to walk, W to jump (Space bar for ridiculous jump). Hold Shift down to speed walk. Left mouse button to attack, right mouse button to dig. Press T to leave a torch.

    Press F to teleport to the left side of the map, G to go to the middle of the map, H to go to the right side of map.

    Press ESC to re-generate the terrain. (Most of the graphics are just for testing purposes)

    Try it out at: http://www.rieperts.com/games/Goblin/index.html

  • Yes, as long as the mouse is overlapping multiple sprites, one click will apply to all instances under the mouse pointer - and using "for each" is how I would loop through them to play a death animation, or spawn explosions, add points to score, etc...

  • well, layers let you do lots of other useful things - like apply effects to one layer but not others, or do things like parallax scrolling, or to keep objects organized (once you have a layer set up the way you want you can then lock the layer to make working in the layout editor easier)... you might want to zoom in and out on main layers, but not the layer that displays score / lives / other interface things...

  • With Spriter you can make character maps. I would look into that... if you also want to animate them.

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AllanR

Member since 21 Nov, 2013

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