Aphrodite's Forum Posts

  • starred the issue, and I did saw this in the past and my conclusion was the same: it seems drawing X number of pixels is a limitation that has to be taken in account with chrome (an dnode webkit and others) until they correct that, not sure it is directly tied with the actual hardware power itself in a simple way. it could be nice if you could try to draw a certain amount of pixels sqiddster (like you just increase the number of small textured large sprites (size of a screen) then just reduce the size of the last created one when the framerate takes a hit to have an estimation of the maximum pixel number that can be drawn), and retry the same with a tiled background instead to see if that changes anything (as sprites are scaled while tiledbackground are not), that may justify it.

    (I have no access to a decent computer to do that unfortunettelly)

  • I could be wrong on that, but normally the bar refreshes only when an assets has been completely downloaded (they only report "not downloaded" or "downloaded" and not a percentage), so if one asset is larger (or maybe if you preload all sounds on startup, not sure but that may be it?), it may look like it is hanging while it actually downloads it normally.

  • left and top edges are positioning relative to the screen, right and bottom edges are scaling relative to the screen.

    https://www.scirra.com/manual/88/anchor

    and If I read correctly (could only explore the capx with a zip and text editor), you are setting right and bottom edges on some of them.

    setting left edge to left will position it relative to the left border of the screen (the left border and left edge will be at the same distance)

    setting left edge to right will position it relative to the right border of the screen

    setting right edge to right will make it stretch to have its right edge at the same relative position to the right border of the screen without touching the left edge

    same logic for top and bottom

    that is why on your screenshot some are placed as intented at the top, continue only using the left and top edge on the bottoms one to have the same result.

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  • if you need to extend C2,you can write plugins, however there is no direct scripting in C2 for one reason: it is not needed due to the possibilities of the event system, as it was said before, it is not a lack, but a feature.

  • not a big shmup fan, but my favorite game was actually for a long time R-type (the master system version), it was not insanely hard, but nice noneless, and the bosses were quite nice (even though I never beat the one of the master system exclusive hidden bonus level).

    life force Salamander on NES was harder and 2 players could play at the same time, which I liked, fantasy zone (master system) was funny too and the shop system was nice.

    for the worst one, I would say the awful conversion of Xenon 2 for the master system, a "slow them up" when you can end up in dead ends, and have to scroll back sloowwwwly, and with a single music that loops continiously, and uninspired bosses.

  • >

    > >Enemy On collision with Rock

    > AND Enemy is OnScreen --- DO THIS

    >

    As far as I know, the engine works in a way that it checks collisions for every object every tick.

    The "Enemy On collision with Rock AND Enemy is OnScreen" event will only trigger when an enemy is collided with a rock and it happened on screen. The engine still checks for collisions for every object (not sure for the objects off-screen), but you can turn off this by setting the "Collisions" setting to "Disabled" in the object's properties.

    it checks every tick only if you tell the engine to do collision checks every tick, or if a behavior does so, in that case though, there is indeed a sort of conflict: either first picking the on screen ones (which will reduce the number of collisions to check on medium and small games), or do it by checking the collision first, then seeing if the ennemies are on screen to pull of the actions (in large scaled games, this has a big benefit due to the existence of collisions cells to skip some, which can reduce by a lot the collisions depending on the type of game).

  • you can add an uid (the one of the sprite picked) as a parameter, then you just use the sprite condition "pick by unique id" and specify said parameter.

  • did you renamed it in the calls too? AFAIK it does not do it by itself for functions since their name are strings.

  • "Also, I've read about a future Box2DWeb deprecation, but why removing it if it works better than asm.js on mobile?"

    because ashley does not agree with those issues it seems (if you can reproduce it consistently, might be worth a bug report). However I still think this a fishy situation (some people are seeing and it seems mesuring noticeable issues with asm.js, fof a not so faster result, not sure why though).

  • There is a huge difference between low and high quality for Text and Shaders.

    Try a scanline or a bulb effect. You will see the difference.

    Aphrodite How can you force a monitor resolution change at launch? I have no idea how to do that.

    not sure, all I know is that older games do this (and so, is doable by a program such as a launcher), however my knowledge stops here, perhaps there are applications or command lines to do this exactly maybe?

  • IIRC, for a game that uses pixellated graphics (point sampling), high quality fullscreen and low quality fullscreen will have a similar appearance (unless there are text objects I think, but having text objects in a pixelly style game is unlikely), so the low one is the way to go.

    other than that, if your game uses node webkit, I would suggest doing a launcher that , if fullscreen is chosen, change the monitor résolution before launching the game (in kiosk mode, as in that case you do not want the users to be able to quit the fullscreen mode, which would actually work similarly to older PC games), and that will change it back afterwards, not sure why this is not actually supported by node webkit.

    if your game is for the web however, not sure there is a solution other than suggesting your users to do so.

  • 10.5 works fine, so the question is, why update?

    I recall seeing some people complaining about some bugs with the 10.5 build (I think it was related to form controls but I am not sure), for them, updating was sort of necessary, also, 64 bit support (but losing XP support I think).

    But I agree with you completely that if it does not bring anything worth it, staying at the same version is fine for now.

  • Would be nice indeed to have both, sure there are ways around those (as you said, the icon can be changed afterwards, and a configuration file can be used instead of parameters some might say), but still this request is valid and would actually make the exporter more complete than what it is currently.

  • I though the offline.appcache file made offline support work in all browser if it has been loaded at least once in said browser, without having to enable offline browsing.