Tokinsom's Recent Forum Activity

  • When you open or close the pause menu, toggle a boolean. If that boolean is set, allow the player to interact with the pause menu and make it visible. If it's not set, make it invisible. Sub-events should help here.

  • You need to rotate the monster by 10*dt in order for delta time to have effect.

  • Sorry, *Deleting all events containing [is on layer] [is overlapping] [on collision] [is visible] or some combination of them, inverted or otherwise.

    I have a whole group dedicated to events with these conditions to check if certain spots on the grid are ok to draw to. From what I've gathered, said group and even single events such as:

    +Tile is NOT overlapping grid

    +Tile is NOT on a certain layer

    -Destroy

    are what cause the CPU to skyrocket.

    I suppose there are things I can do differently now, like checking positions rather than collisions, but I'm not sure how much that will help or if I can do that for everything..

    Anyway, all this to say that the new change does come with some performance issues if (I guess) used improperly, and as such, might be better if it were optional.

  • "BREAKING CHANGE: Collisions between objects on different layers now take in to account each layer's parallax, scale and rotation. Previously these were not taken in to account which could make objects report overlapping when they weren't actually touching on screen; now it works as expected. However, this may change when objects count as overlapping in existing projects."

    As of r110 my level editor pushes CPU usage up to ~80% with very few tiles, making it more or less unusable. I think it's due to this new change, as deleting all of the "Is on layer" (and inverted) conditions drastically increases performance. Is there any chance this change could be made optional? or something? :\</p>

  • Tokinsom - oops... forgot to update the download link on the r110.2 page! D'oh. Try downloading again now, both the installer and about dialog should say r110.2 if it worked.

    Haha oh..well the setup .exe was labeled r110.2 so I wasn't sure if that was the case. Anyway, seems everything is working fine now! Thanks for the quick update!

  • The .capx in the OP still doesn't work. I'm not sure about everything else. (Also the "About" window still says 110 instead of 110.2, has it always been like that?)

  • This .capx should create a 10x10 grid of sprite objects, but in r110 it just creates all of the objects at 0,0.

  • I was hoping this would get some responses; been trying to figure out the same thing for a while. From what I've gathered you need 2 editors: 1 for rooms and 1 for your mini-map. Rooms must be built in both, side-to-side. Each time you create a room in the mini-map, give it an ID, then create a tiled BG or something and stretch it over the room in the other editor and give it the same ID. When the player overlaps that tiled BG and its ID matches that of a room on the mini-map, set the "highlighter" and scroll position to that room on the mini-map and whatever else.

    Another way is to use a level editor and build the entire area in a single file - yes, all of Crateria in one file - and generate the map automatically based on that data (Using Tiled BG objects stretched across each room, each with their own set of variables, door positions and type, etc...)

    Aside from that you might want to ask DoctorM64 (creator of Project AM2R - Another Metroid 2 Remake) how he did it. I'm pretty sure he released a .gmk of his mini-map editor and some other stuff somwhere, so if you know GML, even a little bit, that might help.

    Keep us updated!

  • I'm not sure that it's a problem on their end. Couldn't Ashley just add a "Set Client Window Size" action to use alongside "Set Canvas Size", and maybe a "Set Canvas Position" action to fix the full-screen issue?

  • After exporting with Awesomium, you can play your game at 1x resolution or use the browser object to request full-screen, but what about everything in between?

    Setting the canvas size seems to be the only option but..in windowed mode, it doesn't change the size of the window, and in fullscreen mode it moves the canvas to the top-left of the screen, but works fine otherwise. Any chance these things will be fixed soon?

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  • Hm I suppose I could just append a variable to the end of each animation e.g. Walking_Right

    Walking_Left

    then set the animation to "Walking_" & variable

    Kind of like Ashley suggested, but without using folders since it doesn't work like that!

    My only concern then is switching from variation to variation without starting from the beginning of the animation.

    edit: Ok I think I figured it all out. Will post if I run into any more problems!

  • I have a platform character that will be able to aim in 8 directions and face left or right (NOT mirrored). In CC I would use animation angles - each angle containing a variation of the animation with the player aiming in different direction. This also allowed me to switch between them seamlessly, since changing the animation angle doesn't restart the animation.

    Well C2 doesn't have animation angles, so how do I do this? I remember reading THIS topic Ashley made, with a solution to this very problem at the bottom of the OP, but it doesn't work because you can't have 2 animations of the same name, regardless of what folder they're in!

    So..any ideas?

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Tokinsom

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