Sumyjkl's Recent Forum Activity

  • This is only on mobile? It could be a security thing, similar to the full-screen one. Then again, I just tested it and it seems to not work for Firefox on PC either, so it seems to be a bug. I'm using r198 still though. Fullscreen seems to work. Have you tried that? If it works, it's almost certainly a bug.

  • There are a few different ways to do rain, some more efficient than others. You could have individual droplets that spawn randomly, - which is extremely performance hungry - or animated sheets of rain - which are a pain in the ass to place. There's also the option of having very large groups of raindrops that fall, so there are less objects, but then there's the problem of having them go right through terrain.

    Edit: and don't even try to use physics man, that's a nightmare.

  • You'll just have to check if it is flipped or not when you do, since there's no toggle for it.

  • Not sure how efficient this is, especially for lots of objects, but what about this:

    Explanation: If it is overlapping an object, count how many there are. Then add the count of objects to the speed.

    volkiller730 wouldn't that accumulate speed without decreasing it?

    Edit: Oh you mean it doesn't decrease? Sorry I misunderstood.

  • Pretty sure the existence of overlapping tilemaps isn't too much of a problem, but transparency is an issue. The more partially blank tiles that overlap, the more it has to calculate. It's probably best to avoid it if you can, but there are many situations when you can't, such as when one tilemap has to have different parallax.

    At three tilemaps there's probably no issue though.

  • Yes the forum seems to be having some problems with attachments lately.

    You can use "set flipped" in the player object's actions to flip the sprite vertically; mirrored is the same, but for horizontal.

    Also, this flips, pixel for pixel, rather than Knight05 's rotate solution. It depends how you want it to be flipped.

    Edit: If you rotate, you will be facing the wrong direction, and will have to use mirror.

  • I don't have the authority of certainty, but I would say it's impossible. C2 only renders inside the window size as far as I know; you could just increase the window size and black out the rest of the window that you don't want with a layer set to 0,0 parallax, putting the large image on top, but that's not a very clean solution I know.

    Perhaps a plugin exists for this.

  • Well, it's kinda simple with most of that, it's window size that gets me all the time.

    Window size is literally how big the game window is. It's a good idea to match this with the resolution of the device (or at least aspect ratio).

    Layout size is how big your game world is. The bigger it is the more you'll have to scroll around to see all of it.

    Margins I'm not too sure, but I think it's just so that you can zoom in and look at corners still.

  • Hmm, four hours is a long time. It would be... 864000 seconds. Having it count down from that should work, I suppose, but it is a big number, and I don't like big numbers in programming / scripting. Having a variable set to 864000 and subtracting dt from it should work so long as there aren't any strange rounding errors or anything. I would give it a try with a stopwatch or something.

    Edit: Someone give some authority on this; is using the wait function for large amounts of time a a bad idea? I would guess using wait(864000) would produce some problems, but it's a guess.

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  • Could you just use scaling? As far as I know you can just scale the screen presentation down or scale your layers up without too much trouble. What do you mean by screen presentation though?

    If you mean to present something made in C2 on a larger resolution, there's also simple fullscreen in the browser object.

  • You could try using the name of the image point, e.g. at image point: "cannontip"

    If you could post the project we could probably figure it out.

  • I would like to point out that although what you said is to most technically correct, this is a help forum; telling people they should try harder or do it themselves is not something posters are looking for. A bit more information would have been nice though.

    NobalChase

    In regard to dodging bullets, you could just pick the closest bullet to the turret and move at a 90 degree angle to it, which wouldn't be terribly difficult.

    Edit

    This was quite interesting to me, so I tried it.

    Outside link to example capx

    I would upload it here, but it seems the attachment system is utterly broken:

    General Error
    SQL ERROR [ mssqlnative ]
    
    SQLSTATE: 22003 code: 8115 message: [Microsoft][SQL Server Native Client 11.0][SQL Server]Arithmetic overflow error converting expression to data type int. SQLSTATE: 01000 code: 3621 message: [Microsoft][SQL Server Native Client 11.0][SQL Server]The statement has been terminated. [3621]
    
    An SQL error occurred while fetching this page. Please contact the Board Administrator if this problem persists.
    
    Please notify the board administrator or webmaster: 

    noreplyyau@scirra.com [/code:20qfnjcq]

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Sumyjkl

Member since 16 Mar, 2014

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