Colludium's Forum Posts

  • DialgaBrite, the bullet behavior and other movement behaviors already have set speed commands.... I suggest you read the manual before suggesting things c2 already obviously has. Some of your ideas are relevant but it sounds a bit like you haven't really looked into and tried some of the things in c2 that you think are deficient.

    If the manual, demos and tutorials don't do it then post a question on the how do I forum. If the answer still feels too convoluted or even plain daft then it could become a good suggestion for change. What this thread is becoming, though, is a list of a couple of good observations hidden by a smoke screen of evidence that you apparently just don't like a lot of c2 because it's different and you're not used to it. Just different isn't wrong....

    Your next layout point. for example, doesn't work if you have a game with many adjacent rooms - next could mean one of 10 options, and so c2 doesn't handicap you to have to be limited to one way of managing your game.

  • It can be frustrating sometimes using spritefont just for score number generation or if you want your text to have better effects than Blackhornet's excellent font generator. What I would really like is C2 to support this free program. I would rather not spend a whole day setting up my bespoke shiny 3d effect font and tweaking the individual widths so there's no overlap if possible. I don't like the limitations of the mmf setup as championed above but the spritefont plugin would benefit from something like this...

  • I've had similar weird frustrations in the past but I've not encountered this one. Try creating a local variable and first assign it the token-at value before then passing the local variable in the function call? Ie no text calcs inside the function call command. Hopefully might help you...

  • Ignore the last one - this is even better. It uses a for-loop to set the timer value at the start of the layout according to the instance variable you set (better for editing in the layout view).

  • Here you go...

    I substituted the bullet behavior for custom movement (that was why the hammers were creeping upwards - don't know why but I'm not a fan of using bullet behavior for things that aren't bullets). I added a timer behavior to the hammers and used that to trigger their falling - they are selected by UID at the start of layout but you could easily add a variable and select by position number etc if you wanted.

    Edit - attachment deleted (see the example below - it's better IMO).

  • OK, I just spent ages implementing a plan B to spawn all instances at the start of the layout and - I can't tell the difference (in chrome and cocoonjs)! So, back to plan A because it's easier to manage.

    It feels like there is a small spawning burden but it is only really noticeable when spawning more than one object. I try and avoid that sort of thing anyway and that's probably why I can't see an improvement (it was running pretty smoothly before). Science project over, back to actually trying to 'develop'....

  • Ribis - the problem for me with the new plugin was that I could not run any C2 game in preview on my laptop in google chrome after I installed it following Ludei's instructions - it was nothing to do with whether or not the script was minified, unfortunately (unless I've missed another potential fix on reading that thread - I enjoyed the facepalm banter, though!). I've reverted back to the old plugin and everything is stable again...

    I'm pleased and excited that some of the big guns are in on this already (@russpuppy). All hope is not yet lost!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Instead of destroying the one off screen and creating a new one, try just moving the off screen one instead. Of course you'll need to keep track of which one is next available for moving but an array should work for that purpose. Could remove the creation delay...

    In fact, that's just inspired me to see if I can do that to my work in progress as well!

  • Blast it. No swift justice here....

  • Just had a thought - if you're using physics, that might be the cause of the problem - box2d physics in HTML5 (in my opinion) is rather slow and clumsy on collisions whith current tech, so any sound delay might be caused by the high workload associated with a collision in physics (if using physics, does the game stutter ever so slightly then as well at that time?). If the physics appears ok but the sound delay is a pain, maybe you could create different non-physics families and test for a collision between them instead for the trigger? I've tried adding invisible collision objects to sprites in the past to pre-warn the event system that a collision is imminent, so sprite/sound creation doesn't get delayed too much by a collision (I gave up because I thought physics was too hesitant anyway). You could also try asm.js physics and plan to export using crosswalk, if that proves to be better in chrome?

    If you're not using a physics then I'm at a loss...

  • Could you try on a different mobile perhaps? Could be your handset... If you don't want to post a capx, could you image an event set where the sound is played - I can't imagine what might be causing it but it's possible there could be a delay caused by the way the sounds are played in the events. With it playing correctly on your computer my suspicions are looking at your phone at the moment...

    Edit - although it's an S4 - so maybe it's something in the events that is causing the sound trigger to delay on mobile only...

  • I have a very old hd3650 512mb graphics card on my laptop. Seemed to run smoothly until there was quite a lot going on, then it became only slightly hesitant (in chrome). Then I turned WebGL off and things were perfect throughout.

    Liked the wall climbing enemies...

  • Ah yes - I see you even mentioned that in your first sentence....!! (edit - or was that the edit?)

    Dumb questions then - I presume that there is no delay when you play in on your computer/laptop and that this delay of up to 1 second only happens in cjs on your mobile? What about if you preview over LAN onto your phone using chrome for android, does that make a difference? The S4 should be able to take it and it could, of course, be a bug in cocoonjs.

  • If you don't mind having a blocky effect (old-shcool style) then you could use an array for this. The array stores the coordinates for each element of the snake - the head writes its coordinates to the front and the other segments of the snake read their positions from it. When the head moves, just push in its new coords so each of the subsequent elements will have their position coords changed to those of its more senior neighbor.

  • Try pre-loading the sounds at the start of the layout. That should help.