AnD4D's Forum Posts

  • PM'd you. My tablet's not powerful, but I managed to get a fast pace constantly. I noticed the circular shape had unusual physics, and so I changed the polygon collision to circular. Not only did it look and act better, but it seemed to run better. I uploaded the new CAPX, but I doubt it is worth it, seeing as I added only 1 line. On my PC, it ran super fast even before tweaking.

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  • Interesting. I'm getting 60fps on my tablet. It occasionally slows down to 45, but when I never notice anything, as I set the physics to machine independent. Also, I changed a lot of the physical objects from collision polygon to circle or bounding box. It causes a bit of a gap, but I'm sure that can be fixed.

    I am using the latest version of C2, so maybe that's fixed it slightly.

  • Have the spawn or countdown happen in a deactivated group, then active the group when the level begins.

  • gullberg86 Thanks! Did it play smoothly for you? How did you find the controls/ level design/ artwork?

  • I should point out that you use the mouse to shoot the robot out of the cannons. When the cannon lights up green, click and drag the cannon in the opposite direction to aim it and fire. You can adjust the strength of the power by pulling it back less.

  • Hi guys,

    Just wanted some feedback on a project I've been working on for the past week. Comments and criticisms welcome.

    Please note that this is still a work in progress. No sounds, and the music was quickly slapped on for this demonstration.

    Hope you enjoy!

    Link to game here!

  • Go for it :) Happy to help out if I can!

  • Scheduled to be wrong? Post your CAPX please, I'll see if I can tweak any settings :)

  • How many layers do you have? I didn't think it would cause an issue. I had about 19, but after seeing your post I tried my game out on Cocoon. It was so slow. I was getting about 20fps.

    I then recreated a level, reducing it to only 3 layers, and I'm not getting 62fps with full physics. Things start to slow down when I have around 10-20 physics objects moving at once, but when the settle it jumps back up to 62 until there is a collision again. When all but one of the physics objects are set to immoveable, it doesn't slow down at all.

  • Thanks ASHLEY. I'd prefer it the other way, where it recalls the status, so an immoveable wall is immovable by default once set, but to each their own. When I duplicate the layout, it's a lot quicker to CRTL-A delete everything and build from scratch, than pick and choose the elements I wish to keep. It's fine, I just have to remember to set things up each time. Not 100% sure what the benefit in having the settings revert to default each time is, but I'm sure there's something I'm not seeing.

    Any idea what's going on as shown in the video above?

  • TELLES0808

    Yeah, I have a copy of each sprite on at least 1 layout, and each sprite on all of the layouts has the same settings. Maybe it's happening by design. Just erks me a little, lol.

    Have you watched the video? Any idea what's going on there?

  • Also, just figured out how to replicate what I was doing. I missed a step out in my explanation I'm afraid. Stupid me!

    When I duplicate the level, I delete all the objects in the layout and reposition them. The only reason I duplicate is so that I retain the names of the layers.

    So when I reposition the sprites, they do not retain the object properties, I suppose. So I guess this isn't a bug... but it's pretty frustrating. If I create a wall sprite, give it the immovable physics in one layout, place it down, it remembers the behaviours applied to it, but not the settings, which means I have to remember to set them all back up as their correct settings. Fade on start set back to no, immovable set back to yes, etc. They default for some reason.

    https://dl.dropboxusercontent.com/u/50465867/Duplicate.capx

    Just duplicate, delete, and add the sprite again.

    Like I said, probs not a bug, just a bit of a pain... but the attached above video certainly has me stumped, and looks like it actually could be a bug.

  • Ashley - Figured as much. I'm more than happy to send my project over to you, but I can't figure out how to narrow down what might be causing the issue. I do many many layers at the moment, around 19. Not sure if that's way too many. Can I PM the CAPX to you maybe?

    Also, it looks like I'm seeing another bug happening, which I can not figure out for the life of me.

    I've created an unlisted video for you or anyone else on here to have a look at and see what I'm doing wrong. The colour looks a little off, but I'm sure the content is viewable <img src="smileys/smiley1.gif" border="0" align="middle">

  • Not sure if this is a bug.

    I have a very large event sheet, which contains things for all other levels, and therefore when I need to create a new level, I just need to duplicate my layouts, and then change the objects.

    Now, this is fine, and has worked in the past as far as I am aware, but now, when I duplicate it, it's not copying correctly.

    My physics objects which I set up as immovable, suddenly revert to being moveable, and objects with the fade behaviour with the 'active at start' as "no" become "yes". I spent a while trying to figure out why certain objects were invisible.

    Now, is this a bug? It's easily fixable, but undesired, surely.

    Ashley - Sorry if this should be posted elsewhere, but I wasn't sure it was a bug. I also don't have a capx to upload, as it wouldn't look like anything.

  • 2nd bunny killed me. Found the wall jump a little tricky. The art style's not too bad, and the animations are very fluid. Very interesting game. Where will this end up? I assume PC, but I think the style may suit a mobile device if you can get the controls working on that.