Tokinsom's Forum Posts

  • Either simulate the jump (it's a platform behavior action) or set its y vector to -self.platform.jumpstrength or some other negative value for a different jump height.

  • it's possibile to replace the asset with larger png non pixel? i like to make something HD,thanx.

    Yes the kit doesn't use any hard numbers; it's all adjustable!

  • Metroidvania game kit is currently 50% off!!! Happy holidays!

  • "Neat" is correct. "Useful" not so much. This exact fire effect is the only thing I've seen GMS2 users do with it and, as newt pointed out, that's a ton of wasted frames. Something like CC's plasma object, particle spray with blend modes, or some canvas tricks could produce much better (and dynamic!) effects at a fraction of the cost.

    We can do that with spriter pro but i doubt C3 would ever have that... Scirra doesn't have enough manpower for addon features. Yoyo Games is getting better than Scirra every year that passes. That is just my honest opinion.

    Well we haven't seen anything on C3 yet, so. In my honest opinion GMS2 looks pretty empty and is sorely lacking in "next gen" features. It's what GM:S should have been in the first place.

  • For what it's worth, Hypercam works with NWjs. Everyone uses OBS these days, though.

    I mean, if some recorders work with NWjs and others don't then I would have to agree with Ashley and say they're at fault, not C2 or NWjs. Hypercam's doing something right. Framerate still sucks though.

  • andreyin bilgekaan Ha, I'd like to get it on there but it's still missing some features like horizontal & vertical alignments and variable character width. These aren't completely necessary but I think it would be hard to sell without. I quit working on this a while back since it was enough for my current project but I'll try finishing it.

  • Search tool is your friend ;D

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Heh, I've been requesting this since the Construct Classic days. Ended up making my own bitmap font system with sprite objects: https://twitter.com/Tokinsom/status/774121334288683008

    Ain't easy tho.

  • We're doing this for Copy Girl and haven't had any performance or memory issues. We're loading/unloading all the rooms' contents as you progress, though.

    Also you might as well use unbounded scrolling here; no need for the giant layout.

  • yo dawg I heard you like backups...

    Yeah, looks like your backups are getting their own backups for some reason. Can't say I've seen that before. Might check your settings or disable auto-save when working on .backups instead of .caprojs.

  • #2 is the safest method but you lose your "world reference" - you have no idea where each layout is connected so you'll have to draw out your map beforehand.

    Sounds like #1 and #3 are just dynamically loading portions of the layout based on zones. This is what I do in the Metroidvania Game Kit and other projects. This works fairly well and performance is nearly identical to having each zone a separate layout. Managing all the objects can be troublesome later on but I'll take that over managing 100+ layouts with independent layers and properties any day. Only drawback is like you said - the layout sizes will be pretty big. Loading times could blow up on larger maps or games with large graphics. Also you'll probably want to destroy objects and use "recreate initial objects" for unloading/loading instead of just setting their opacity to 0 or whatever like you mentioned.

  • Not quite sure what you're asking later on. Sounds like you just need to switch to key codes / button indices and make a control config. It doesn't have to be complicated; one of mine is barely 15 events.

  • Construct 2 should be able to allow sprites to have a faster animation speed then 60 frames per second. Whit just 60 frames per second you can't make good looking fast animations.

    If you have so many frames that C2 can't play them fast enough, you should probably be using Spriter/motion data instead or just remove some tweens. I worked on a game where the main character had 30-40 frame animations and never came close to maxing out the speed. More than that and you're just wasting memory.

    Also you already can delete objects from the object bar. Multiple selections would be nice, though.

  • From the manual:

    The default minimum framerate is 30 FPS, meaning the maximum dt is 1 / 30 (= 33ms). If the framerate drops below 30 FPS, dt will still not exceed 1/30. This has the effect of the game going in to slow motion as it drops below the minimum framerate, rather than objects stepping further every frame to keep up the same real-world speed. This helps avoid skipped collisions due to stepping a very large distance every frame.

    I'd rather have my game slow down than skip frames and risk skipped collisions or other issues, so I set mine to 55 because framerate usually fluctuates a bit.

  • Ataraxis Well, there's no way to reliably predict a gamepad's key codes so I set them all to 99 by default and have the player configure the gamepad before use. Not a big deal, really. I don't recall any indie games that had "plug and play" gamepad support anyway, so eh.