Aphrodite's Forum Posts

  • The trigger will only be true at the moment the animation finished, not after that.

    One thing you can do in your case, is having an instance boolean that you are switching to true when the animation is ending. Then use this boolean.

  • Is your "fullscreen on browser" set to off? (the project propriety), if so, you can get rid of that border by using the set canvas size action, to WindowWidth and WindowHeight just after leaving the fullscreen mode (or you can just set the propriety to letterbox scale)

  • I think opacity does not affect buttons and listboxes (they aren't really in the game, but placed on top of it, and have less priorities attributed), nt 100% sure though

  • I also find it frustrating (if you are planning to sell it to mobile publisher, it can be even worse sometimes.)

    However, if it is a lack of knowlegde, you can ask, nobody knows everything, it is why lots and lots of people says "you cannot make a game all by yourself".

    On desktop, C2 mostly handle all kinds of 2D pretty well, with some adjustements in some cases, as for art... I cann8t draw anything pretty so I understand your frustration ^^"'

  • SgtConti : at the end, C2 is the core on one side (plugins and behaviors), and the logic on the other side, which IMO is the best for non programmers. Heck I am pretty sure programing a game tradittionnally will also lead to that at the end, since it is well organised.

    Also, about non primitive arrays, I ve always though array in programming where one dimensionnal, could be wrong though

  • I wonder who are those "profesionnal" that say this, performances are an issue only on mobile, and even then, it is mostly with old devices (people are targetting those because they are still in use, or because publishers wants them), at the end it is.

    the other issue is the wrappers, but with crosswalks getting better and better, and Ejecta starting, this issue will be took down in the long term (again, not talking of old devices).

    With careful design, I didn't had performances issues, mostly audio issue on phones and tablet, but apart from that, not that much issues.

    Performance wise, it is the best HTML5 engine I've seen, some says HTML5 is an issue, but why did they bought it in the first place then, is beyond me anyway, and sometimes updates improves performances, the hard part is not breaking anything by doing that.

    As for the features, people are asking for them, some says "it should improve performance instead of pleasing everyone!", but performances are fine, and by implementing those features prevents people doing it wrong by themselves and complaining about performances after that anyway.

    Just try it, and see if it works for you.

  • And also, multiple event sheets is a really great way to organize yourself, It is clearly a very good thing to have multiple event sheets

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  • Construct2 games pauses when going unfocused

  • Update - we've ruled out of sort of leak, it is confirmed to add memory every time a new texture is loaded. Once everything is loaded, the memory does not increase.

    if you set a text object on start of layout to the value: renderer (without quotes), what does it says? canvas2d or WebGL?

    If it says WebGL, I think it might be a bug

  • You cannot reset the system time, you have to set a variable to the system time on start of layout, then compare the difference between the system time and this variable to have the time of the current layout.

  • To do pseudo 3d there are multiple ways, with C2, if you only need 2 dimensions represented as 3 (like a floor always at the same altitude), a possible bet would be to create the logic in 2d on an invisible layer, then to apply formulas to redraw it in pseudo 3d ln top of that with the player as a reference ( which an help also when doing the logic and collision parts of the engine). Even if the deepth /altitude is used, you can still use this method, you will just have to control the height logic yourself.

    There are also two things to think about:

    You can postion objects sort of easily, but to scale them wit the distance, you will have to choose a certain parameter that will change how objects scales with the distance

    The other limiting factor is: C2 can render in rectangles, not trapezoids, I mean by that than a wall on the side can look weird if not done with that in mind.

  • I also hate it, it makes testing frustating, but removing it just works, if we could have a tickbox to choose to have it on and off, would be nice

  • Thanks for testing Do you think you could provide a link to the project file ... But, thinking theoretically, its hard to conclusively prove with test cases.

    I am trying to instead use call backs and varying secondary conditions (states) to order sequences independent of the layout include sequence; and for critical items I currently duplicate them in the "parent" layout ... (for example for processing that has to happen on end layout)

    Have fun : https://dl.dropboxusercontent.com/u/100 ... ering.capx

    Also as an advice, I personnaly try to never use any actions or conditions in the Main sheet, and the only times I do, I don't use triggers, but rather variable comparaison and such (which generally serves the purpose of reducing the nuber of included sheets depending on some values), so I've never encountered this problem, it seems to only affect triggers (maybe a bug report could be done since it goes a little counter-intuitive wise, not that it would be corrected, but just to have a trace of this for the future..).

    GeometriX

    grossd

  • It depends on what you are talking:

    If it is about implementation, I generrally do a function that will post the highscore on the webstorage if needed, Else will not post it, I can also do a "post_score" function to post it on some platforms like clay.io and facebook.

    If it is about conception, I try to see what the player can do, what he will probably try to do in the first place, and even when I want to be sadistic I try to see what is hard to do for him, so I can put a little reward if he does it, humans love rewards *-*.

    Also sometimes a score bonus (like a coin), since it is a positive thing, can help manipulating players' mind, you want him to do a somewhat blind jump? Bad design, indicate where he can land by using some good coins so the player tries to grab them by moving towards them, and Hurray, he is safe.

    Because bonuses are normally good, an easy bonus is likely to be grabbed if nothing else indicates to do anything.

  • ramones

    noooope.

    i entered in all platform behavior boxes the value of 50 and it still flies to the moon when i press '.

    i guess vector y is not affected by anything?

    Only in descent, the max fall speed limits it, in ascension, no limits (you'd have to make one yourself if you really want one).

    Which makes sense since the gravity can really makes it go fast if there is no limitation (a gravity is an acceleration, so it won't stop unless a limit is here), whereas the jump strength is the opposite of the initial vector Y during the jump.

    atthe endthere are limitations only where you don't directly use a speed but an acceleration (when going left, right or down)