Tylermon's Recent Forum Activity

  • Recently I have been having issues where my browser(chrome) just cant seem to give me proper fps.

    normally I get a solid 120fps in my projects, but as of recently my browser will get stuck at like 45-48 fps and it really kills things. laggy and non smooth.

    Things on tablets and phones seem to work great most of the time.

    I have also noticed my preview can take ages to load. I think something is broken in Construct at this point because it has gotten to the point where I have to close my browser and construct projects to get preview working again.

    system specs are:

    cpu: i7 3930k 6 core 4.5ghz

    GPU: gtx 780

    ram: 32gb 1866mhz

    other parts not really relevant.

    I can't really explain the random construct hiccups or lag on this machine.

    I would still expect fps above 30 to look decent. so many mobile games run at 30fps....but it seems we have to really optimize and push for 60, which could be very limiting.

  • to be honest, you might not even need to pin anything. You could have that transparent sprite, check for a collision, and use the touch start/end to detect which way a swipe was, and lerp the sprites to the position you want.

    you ninja, haha. glad to see you got it working!

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  • play flying

    stop(no tag) stops last played sound.

    play death

    we have play filename

    we should have stop file name as well.....

    That workaround should work i think.

  • Yeah, I've been using a lot of rexrainbow 's plugins and behaviors. They are extremely useful!!!

    Basically, the .capx contains a 1 x 8 grid with a sprite in each grid square, eventually it will be 8x8. There is a long rectangular sprite that appears on top of the row once the screen is touched, which will eventually be clear, but for testing purposes I want to be able to see it. With this "slider" sprite, I want to move the entire row of sprites from side to side using touch controls. Then once I get this part working, I need to figure out how to get the sprites to wrap at the edges of the board, at the pixel level, so you can see the sprites at the edges on both sides of the grid when they crossover.

    At one point I was using multiple layers, but I found that if I just set the solid behavior of all the sprites to disabled, I don't need to use multiple layers.

    With that said, I tried using drag and drop before. I guess I just don't know it well enough to get it work. But, by the looks of the conditions and actions it provides, the functionality I need just isn't there. Right now, I am using a for each loop to pin all the sprites to the slider sprite, but it's just not working. I'll goof around with drag and drop some more though and look up the tutorials again.

    I haven't tried using parallax yet. I don't know how I would get it to work along with the wrap, since I'm not wrapping at the edge of the layout. Is it possible to view multiple layouts at the same time? That would make things a whole lot easier cuz then I could just set the board layout to the size of the board and have the UI stuff on the sides on another layout beneath the board. lol

    You dont need a for each loop.

    Just say pin Sprite to sprite and all of that sprite gets pinned.

    Generally for each is useful when you want to do more specific things.

    Like check a variable.

    It helps pick only certain objects instead of all of them.

    Maybe the grid object or something you are using is what is breaking them? is it possible one of your plugins is trying to keep the objects in a certain spot, but the slider/pin behavior is conflicting so the two sort of fight each other making a giant mess?

    For each door

    Do your distance check

    I think that will fix everything hopefully.

    Edit.

    Didn't see there were more pages

    Glad to see it was fixed haha

  • IP addresses change daily so don't bother focusing on that. Ban/Deleting the users account, is more than sufficient.

    Most ISP assign one IP that represents ones household.

    While an individual computer may change IPs fairly often, usually monthly or so, the outgoing IP of the location almost never changes.

    But, maybe you are right, IP ban might be overkill. Overcomplicating the task beyond what I need to.

    personally I find it easier having an open animation frame and a closed animation frame. All you do is change the frame. No movement or changing angles.

    Just remember to turn off/on the collision.

    This way keeps sprites where they need to be pretty reliably.

  • I cant open the capx sadly because I dont use many of the plugins you have.

    That said, I made two sprites. Made one a drag and drop sprite.

    Pinned a bunch of sprites to it and shook the thing like crazy.

    I cant get my pinned sprites to get misplaced no matter how hard I try.

    You mention you use multiple layers. So I am thinking, if you move on one layer, that layer may have different x,y locations than the other layers. Trying to move sprites on different layers may be causing your issue.

    Do you use parallax or anything? are the layouts/layers the same size.

    compare two values is a system event.

    You will compare the distance of the two objects as shinkan described.

    This will have an action to either keep the doors open, or close them depending on how you set it up. You will have to have a sprite for this, and probably disable collision on the door when open.

    you then need an else statement to do exactly the opposite.

  • I am working on a game, and I need to implement a blacklist/ block/ ban users.

    This means I need an IP that can be blocked.

    Currently I can block an individual user/account based on alias. But I need to go one step further and block an IP if needed.

    Also, sort of two questions in one. But is peerID/MyID going to be the same each game? Im trying to see if maybe this ID possibly relates to a users computer/IP address. If so, it might work as a workaround. But ultimately blocking an IP is prefered. Cant check this myself at the moment, but if no1 knows I will do a quick test later and post my results on this subject.

  • User retention is much more important than number of ads.

    It's actually shown that the longer an ad is there, the more likely it will be clicked.

    You get payed per click not per number of ads.

    Work with your advertisers to get ads relevant to your audience.

    Changing and making ads pop up all the time is a bad idea.

    As others have said, per layout, or on a change of game state is usually a better time to show or change an advertisement.

  • I swear the ai cheats. But thats ok. after I lose I just bash on him until it says I won! Muahahahaha

    good game.

    Ai can jump on my head, but I get hurt if I jump on its.

    Also, ai stands still if I stand still.

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Tylermon

Member since 26 Nov, 2013

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