Jase00's Forum Posts

  • Random guess- I think the EdgeMarker object may be too small width-wise? If you, for example, had the EdgeMarkers' X size as 4 pixels, then if an object moves fast enough towards it, it will go through the object and not register a collision.

    Another random guess- The deceleration is too low, that would mean the enemy slides off before it gets a chance to decelerate. In this case, On collision with the enemy and the EdgeMarker, set the enemys "Vector X Speed" to 0.

    Hope this helps!

  • Hooray! :D

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  • I know I'll probably get a lot of disagreement with my opinion, but, why do people care so much about filesize these days? Internet is ultra fast, people have gigs of ram and HDD space. Can't "High Quality" images just be made in a large size like 256x256 then shrunk down so when the game requires zooming in or enlarging the sprite, it looks high quality?

    Don't get me wrong, I love the look of SVG and I love the style that Flash animations show, even Beany s' head in SVG looks really awesome, but I don't think it's essential in a game just for filesize or quality. I agree with plauk in the sense that it would be useful for things that a raster image couldn't do as easy (even combined with WebGL effects, it still may not give the desired effect like vector graphics would), but that's about it regarding vectors in a game.

  • EDIT: I realised what your getting at and wrote pointless stuff lol

  • Letterbox Integer Scaling? :P

  • Bump!

    I have found the plugin "Canvas" created by R0J0hound, and this is almost exactly what I needed, but I'm not sure what the most efficient way of making animations with this. Is there a way to sort of temporarily store the data in a canvas so it could be animated? <img src="smileys/smiley17.gif" border="0" align="middle" />

    EDIT: I think I may have figured this all out. I'll edit again when I have done it for sure.

  • Yo!

    So, I have my project, which I've made a system that consists of having characters that are customisable, and generally may contain about 20 sprites being positioned onto the body. This works fine, and I'm not having much trouble- Until I decide I want to create more characters at once, which is needed. When I reach about 10 characters (20*10=200 sprites being individually positioned and angled), it's completely obliterating the fps!

    Sooo... the way round it... Is there a way to sort of "combine" sprites at runtime (during runtime so the player has the freedom to customize still) and have them animate as if they were just a regular sprite?

    I sure hope this is possible. <img src="smileys/smiley24.gif" border="0" align="middle" />

  • Jase00 - that's a perfectly typical case where you should be using Tiled Background! One tiled background can often render 30x faster than a grid of 30 sprites. See performance tips. Not only that but tiled backgrounds are much better at rendering seamlessly. If you still want to line up sprites, pretty much the only way to get it seamless is to use Point sampling and letterbox integer fullscreen mode.

    Ashley - Ah the tile has a few different frames and I used separate sprites so that I could use these extra frames, but after reading the performance tips link, I never realised how badly sprites actually butcher performance. Thanks for the advice!

    I still wonder though, howcome with lined up sprites, on preview it looks fine, but node gets seams?

  • Hey there! Welcome to the forums! It's good to see a wide range of people joining this forum from all walks of life <img src="smileys/smiley16.gif" border="0" align="middle" />

    I strongly recommend checking out the manual, as it is very detailed and has been very helpful to me and everyone else on this forum.

    scirra.com/manual

    1. Yep, this is certainly possible. The most simplest way of transitioning from one level to another would be the "Go to layout" action. Making a transition like from Zelda is something fairly straightforward too, I'm sure there's an example out there somewhere :P

    scirra.com/manual/67/layouts

    2. Yep, Saving is totally possible too! I'm not exactly sure where the Save Data is stored exactly.

    scirra.com/manual/120/webstorage

    3. Making sprites move depends on how you want them to move. Platformer, Top-down view, ect. There are many built-in "behaviours" that speed this process up, they work very well!

    scirra.com/manual/86/behavior-reference

    4. Plugins are the things that people make to add extra capabilities to Construct 2 that weren't there previously. You won't really need to use extra plugins as you begin, as Construct 2 pretty much contains everything you need in order to make a game. <img src="smileys/smiley16.gif" border="0" align="middle" />

    scirra.com/FORUM/topic47002.html

    5. Storing items links in with "Variables". Variables are numbers that you don't neccicarily have to "see", but they are hidden away in the code and only you can choose to show them and use them. I'm not the best at explaining things, check out the manual :P

    scirra.com/manual/83/variables

    6. Yes! By default, monsters would reappear when you enter a room/return to an old one.

    7. I believe that you can use the "Function" object to create your own scripts in a way. But, if you want a lot more freedom with what you can do, you'd have to have programming knowledge and write your own plugins.

    scirra.com/manual/149/function

    8. There is some premade "templates" that you can use that the creators have supplied us with when you click "New" in Construct 2. Other than that, people share a lot of stuff on these forums, and there is a "tutorial" section where people post their tutorials.

    scirra.com/tutorials

    Hope I was of use, and good luck on your game-making journey! <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Jase00 - :) Thanks for the vote!

    Sure thing! <img src="smileys/smiley20.gif" border="0" align="middle" />

    We probably won't add this. The performance overhead of running a trigger is fairly small, but variables are used and changed so much in projects I'm sure a feature like this would drag down performance. And the workaround is simple: either use a static local variable, e.g.

    [Static local number OldValue = 0]

    + Myvalue != OldValue

    -> Set OldValue to MyValue

    -> Do something else

    Or instead of setting the variable directly, call a function, which does additional work as well as setting the variable.

    Ah I see, I thought it would boost performance in some places but yeah it would bog down the performance since variables change all the time. The more you know!

  • Ashley - Here is a capx

    dl.dropboxusercontent.com/u/7765312/Seam/Seamg.capx

    And here is the exported capx as Node-Webkit

    dl.dropboxusercontent.com/u/7765312/Seam/SeamNode.zip

    Here is what I get when I run this capx in PREVIEW and shrink the Chrome window. No seams. Looks just fine <img src="smileys/smiley16.gif" border="0" align="middle" />

    <img src="https://dl.dropboxusercontent.com/u/7765312/Seam/PreviewNoSeam.png" border="0" />

    However, when using Node-Webkit and shrinking (or enlarging) the window, I get seams.

    <img src="https://dl.dropboxusercontent.com/u/7765312/Seam/NodeWebkitSeam.png" border="0" />

    I would be less confused if the seams both appeared in the preview, AND node-webkit, but that isn't the case...

    Is this something to do with "Powers of"? If I colour these sprites in this capx to a solid colour, seams don't seem (no pun intended) to appear...

  • +1

  • On the lowend laptop, It does use WebGL just fine, it just doesn't want to have to draw to such a high resolution. Stupid laptops these days with their ultra-weak intergrated graphics card, yet they boast about how they are in 720 HD. -.- Regardless, I'll just be patient and see if anything can be done about this <img src="smileys/smiley20.gif" border="0" align="middle" />

    With the seam glitch that I mentioned, I don't get the seams when "previewing" my game, but once I export it as node webkit and open it up on my good computer, it has seams in tiles whenever the window is changed size, or if I use a "zoom" action inside the game, or anything at all. I wonder if anyone else is having this issue too or if I'm just missing something hah. I'm 100% sure that my graphics card drivers are up to date <img src="smileys/smiley16.gif" border="0" align="middle" />

  • I noticed that on some low-end laptops, the user experiences a hefty framerate drop, but is raised when the window is shrunk, which led me to experiement with resoultion and come to the idea that, if there were to be a "Change resolution" mode (So that when the game runs, if the users monitor resoultion is 1366x768, it would drop to a lower one like 800x600) this would help people with lowend computers play games a lot smoother. Anybody agree?

    Also, I noticed the "seam" glitch that used to occur in games now no longer appears (Not sure when this happened but it's great :D) However, when using Node-Webkit, the seams come back when the window is scaled. I don't think this is a bug, but more so to do with the Node-Webkit side of things, but how would one go abouts fixing this? <img src="smileys/smiley12.gif" border="0" align="middle" />

  • Ah that's excellent :D I've already been designing my layouts this way so that's a relief. Thanks for the info!