PixelRebirth's Forum Posts

  • Okay lucid, you do have me convinced! I just bought Spriter Pro. Can't wait for the updated version and the Construct plugins of course!

  • You absolutely shouldn't make your background out of hundreds of sprites. This could literally be done with one single tiled background. And would save you a lot of performance.

    I understand you are new to Construct and probably relied on the individual background sprites for creation and positioning of the blocks. This is entirely not necessary and can be done with a little math easily.

    Basically like this: floor(MouseX(Y)/gridsize)*gridsize

    And maybe add the width/height of the block divided by 2 to account for a centered hotspot.

    Also your event sheet is generally very bloated. The way your are using the variable 'bc' and toggle groups is over-complicated I'm afraid. Actually reminds me a little of my first steps with Construct, so it's nothing to worry about.

    As a general advice I would say try to use the function object, think about families and naming conventions for different objects of the same type. If you want to, I can give you a quick edit of your cap, with a majorly reduced event count. But still working the same, of course. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Oh, another quick hint: try to find better file hosters than megaupload and co. Because forum users generally don't like to have to click multiple times and having to wait, just to get a small file. People will be more likely to download your stuff if you put it on easily accessible services like Dropbox or Box.net.

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  • Not much of a bundle this time, with only one game. :P

    Especially if you already own the Frozenbyte bundle.

    Still a very cool deal of course and absolutely worth supporting!

  • A funny and simple bugfinding trick is to start deleting large parts of the events and check if the error is still there. If it's eliminated, delete smaller parts and check again, until you pinned down the event that causes the unwanted behavior.

    In this case I do blame linkman! :D

    Well, the "Setup following" action of the Magicam object apparently doesn't like it when you load stuff on start of layout, IF you set a lag. 0 lag will be fine.

    Apart from simply setting lag to 0, which you probably don't want, you can just push the "Setup following" action back. For example make it an action of event 9 where the condition is "Timer is equal to 4000" and place it right after you set the position for the player ship. Then it will work correctly.

    Why it does work when the layout is the first in line, might have to do with things going down differently on software startup.

    Other than that let me advice you to point out any custom effects and plugins you're using (or delete them from the project before you upload), because users interested in helping you might not bother to search the forum for the needed items.

    Good luck with that game (and please do discover the function object *hint*)!

  • Are you using the animated player sprite itself for collisions? You should use a collision mask that's simply some rectangle.

    Right now your colliding sprite is changing it's size depending on the animation frame it is on. That's no good and will cause all kinds of weirdness.

    Either use a dummy sprite for collisions or the collision mask feature (go to the animator, right click, select launch explorer, there you will be able to open and edit the collision mask). Also be sure to use the bounding box collision mode where it applies (your walls for example).

  • The expression you are looking for is simply Round(value).

    So round(25.13813981127412874) will indeed return 25.

    You should take a close look at the following link:

    System expressions

  • After huge Witcher 2 failure I honestly thouht our game developers have lost their minds releasing that kind of crap.

    What's going on here? Witcher 2 failure? I thought that game was great!

    About DEAD ISLAND: I think it's very enjoyable, although it has its flaws. Initially I thought it would be a straight action adventure, but it actually works pretty well as "half-assed" action rpg. Skilltrees and perks are in every other game these days, you kind of get used to it.

    There hasn't been a game that lets the player mess with zombies in an open world like that. DEAD RISING (2) tried, but was annoying because of stupid time limits and horrible controls.

    Also I certainly hoped DEAD ISLAND was even more serious in tone. The damage you deal and XP appearing on screen gives an arcade vibe. There's more to critize like a lot of backtracking and a general repetitive feel. But to me it's one of those games that you play anyway. Especially when you join some friends in the onslaught! The coop-mode rocks.

    Overall I'd say it's so far the game that manages to hit closest to what I would like to call "a true zombie atmosphere", one that relates to everybody's favorite genre movies. Recommended!

  • There's a plugin for that:

    Gravitation Behavior

    (or for a simpler version use the outdated Orbiter Behavior)

    Or you could do this fairly easy with some applied cos/sin fun via events.

  • HTML5 will run fast in every major browser pretty soon. Of course the hardware and OS combination probably won't be allowed to be too outdated. I'm actually more worried about mobile performance. That should improve too once the technology gets more popular.

    From my second little HTML5 performance test one could roughly talk about an average 44,2% improvement regarding the five biggest browsers in the last 6 months. If this keeps going, we are on a good path. <img src="smileys/smiley1.gif" border="0" align="middle">

  • And I can't find any message, if Firefox is using the hardware or not.

    I'm confident Firefox uses hardware acceleration since version 4. There is an option for it in the preferences. Should be under the advanced tab and say "use hardware acceleration when available" or something similar.

    Your similarly bad results are a bit on the weird side indeed though. What are the complete specs of the systems you tried? You seemed to have the strongest GPU on your old pc with the HD2600XT.

    My last test, which is a bit outdated, indicated that Firefox is only doing an average job with HTML5, with IE9 in the performance lead followed by chrome (I think they may have switched places by now).

    Did you try your luck with other browsers also? There may be a performance difference to be experienced.

  • Can't wait for this to be released. Unfortunately I can't think of any valid feature request at the moment I'm afraid. Need to start to toy around with Spriter again, that's for sure!

  • Ah, so you want it to act like it was stretched out over the whole level, but isn't. Can't you just add the distance from ScrollX to 0(+DisplayWidth/2) to the Xoffset of the tiledbg to achieve that effect?

    EDIT More or less like this: http://dl.dropbox.com/u/2306601/offsetfog.cap

  • Have you tried simply setting the X position of the tiled background to ScrollXLeft in an always event?

  • Okay you guys, what made you think it was okay to mess with my precious cap files? <img src="smileys/smiley19.gif" border="0" align="middle" />

    Joking aside, I don't think this needs to be turned into a true tutorial. It's fine how it is and will be found by interested parties making a little effort digging through the forums. Gropwel proved it.

  • Something similar can also be achieved by simply using lights and the shadowcaster effect like you are used to for dynamic lights. You'll get the "tilebased" light effect by applying the pixellate effect with the appropriate resolution to the layer.

    Isn't too fast either, because of shadowcasters, but it's definitely useable. Here's the described method quickly applied to Somebody's example: http://dl.dropbox.com/u/2306601/TraceRay_dl.cap