Colludium's Forum Posts

  • andreyin, you could try using paste families to achieve what you want with few events:

    paste using families capx

    You can play tunes with the resolution etc to get the effect that you want.

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  • Here's an interesting and recent blog on managing frame rate in html5. I have no idea if c2 implements these techniques or not, or even if Ashley thinks they could be viable in the c2 engine given its stage of development. I thought it interesting because it suggests a browser-independent method of managing fps variations, especially for physics...

    Can anyone translate this into English?

  • Does this mean that chrome is a small motorcycle and the c2 engine is an elephant?

  • C2's engine does not cope with rapidly changing values of dt. A browser is always trying to achieve vsync fps, and it might miss a frame which means c2 draws the next frame where the last frame should have been. Then the subsequent frame seems to get drawn with values of dt that don't exactly match, maybe because dt is never predicted it's always historical. This seems to be worst in behaviours like physics and platform...

  • It really depends on what effect you have in mind. For a simple halo glow I might use a circle sprite with blend mode Additive and pin it to the object. To make the effect more interesting, you could use the sine behavior and link it to opacity. Particles are good for this as well, it just depends on what effect you have seen and like the look of.

  • MadSpy,

  • MadSpy - I've got another fix for you to check out! I re-wrote the piranha FSM - I hope it passes your testing....

  • OK, by my counting that's a total of 25 alpha versions of level 1 so far....

  • MadSpy, you're pretty good at this (and I'm pretty not-good at creating a robust player FSM, it would seem). New version posted...

  • Listen to me, as if I know what I'm talking about...! C2 is unable to set its own internal clock, so game mechanics don't update if the browser can't be bothered to redraw the canvas for whatever reason Google thinks is acceptable. The weakness with c2 lies here and only here because many behaviours like physics fail when dt momentarily doubles.

    No one would notice an occasional dropped frame if the next one was correctly drawn with all objects updated as if they moved smoothly - a momentary drop to 30 fps would be transparent to the player if this was / could be implemented. In my humble opinion...

  • MadSpy, I owe you one for all of your help. Let me know how I can return the favour. New version uploaded (again ).

  • Thank you MadSpy - new version uploaded. Hopefully less bug-ridden this time... .

  • MadSpy, ah yes - the old death by fish problem. It looks like I need to work on that one a bit more. I need to work on a proper fish hazard FSM - the one I have appears incomplete...

    About the skeleton pushing - I'm not sure what you mean - do you mean pushing the skeleton onto the switch plate or pushing it off the platform? I've just found that the player needs a new FSM mode for when it's pushing something off a platform and doesn't let go.

    All of your bug finding is invaluable - don't stop!!

  • MadSpy, merci beaucoup pour aidez-moi, old bean! As you can see, your English is far better than my French...

    Whilst learning Unity in my spare spare time I'm also going to start work on level 2. I have some cunning traps and hope to have some picture in the next few days (although this weekend is going to be taken over by Ludum Dare...).

  • MadSpy - more care required on my part, I missed one step!! Give it a go now, it should work, I promise!

    Edit - I've reduced the darkness ever so slightly, so you can see a little more of the level without having to turn the lights in the room off.