Rory's Forum Posts

  • I would think this is possible, and is just a matter of coding.

    Maybe the sprites right now aren't built to handle such a feature.

    It doesn't really have to do with mobile hardware, I believe, since Nitrome is doing something like this as we speak.

  • CocoonJS

  • Ashley It'll be pretty hard to reproduce unless you get my game on CocoonJS, maybe you'd like to look into it? It gets worse when the collision masks have slopes, and worse when there are more polygons.

    I've considered that, but then I'll be creating twice as many sprites, the rotating collision enabled sprites are enemies!

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  • I think it would be a nice feature to have a option to disable rotating collision boxes when using the rotate behavior. On mobile, having these rotating collision causes massive lag spikes whenever a collision is detected. Just an idea!

  • thehen Yes that solved it, thank you very much. I did see those bug reports, but I didn't think much of it because my object isn't exactly animated, it's rotating! Thank you!

  • thehen I am using the latest beta, and I have animated physics objects. God damn it, you may have just solved my problem. I'll try it out now. I love you for the help!

  • Could anyone vaguely or in detail explain what

    "JavaScript Exception (Line: 33582) Tag: 'requestAnimationFrame'): TypeError: 'undefined' is not a function (evaluating 'this.body.GetLocalCenter()')"

    could mean?

    It's an error I'm getting from my game in CocoonJS debug, my whole game freezes and this is what it shows me in the console.. The game works fine in Chrome, so It's definitely related to CocoonJS, but at the same time, what could I be doing in Construct 2 that is causing this?

    Please help!!

  • That's why I suggested catering to iphone and smaller platforms with a different version!

  • I know a good work around is to make your events which make use of layers call from variables instead, but it shouldn't have to be the case.. just for the sake of ease..

  • I think that it's a bother that whenever I want to add a new layer under all the other layers up, I have to manually go through all the events and push the "Spawn on layer 2" into "Spawn on layer 3" and so on.

    I think that all events which use this, should automatically change to the updated layer, or better - prompt the user if he wants this.

  • Maybe you have to make a version catered to the iPhone and it's screen. To render such a large resolution and then scaling it down, that might be a reason for the drop in FPS.

  • I like the trailer voice.

  • I agree with Kyatric

    That's basically what I do, except I write all of mine is gibberish most of the time, for myself to understand, and to quickly write reminders before I lose my train of thought.

    As for conveying ideas to your team members. I have never needed to use a boring black and white document to convey my colorful game idea to my team. To be honest, it's a pretty horrible way to do it. Maybe having the ability to convey ideas through speech is hard for some, but it's really the best way in smaller teams.

    Pitching game ideas? You will never need to present your game design document in a 20 minute pitch. You may need one if you're formally submitting your game to a large publisher. But there are still smaller documents these people would want to see.

    My suggestion - only do it if you're doing it because it helps you in some way. Don't do it as a formality to make your game feel more concrete. In windows desktops, it takes 5 seconds to jot down your ideas on a sticky note, it takes 2-3 minutes to open up Word, find the relevant sections and write down your idea.

  • CocoonJS is checking for the file name right now. So you should probably be setting fonts as "boston_traffix_webfont".

  • I'm doing a pretty big 2D iOS Run & Shoot game. Sounds simple, but the systems I've got in place will show you what I mean. Haha! My biggest game idea is somewhat an RPG mixed with multiplayer co-op. I'll wait on Construct 2 to have more user friendliness in maintaining huge databases. Right now, as a guy who has hopped on mainly because of the "no programming required" factor of C2, I just find maintaining my hash tables and arrays, too damn hard.