Prominent's Recent Forum Activity

  • Thanks facecrime, and ShinobiSlash

    It probably will be a while until I have a playable demo.

    I've been working on the design of the protagonist. I think I have it sorted, but I did a bunch in the process..

    I'll probably stick to this one, or something similar:

    I wanted to keep the color count low. In this case, it has 6 colors if you include transparency. This will make animating quicker- I can focus primarily on the lines rather than shading. I intend to keep enemies and other characters with similar low color count to maintain style.

    I might adjust the colors as I figure out how it meshes with background tiles, etc.

  • R0J0hound , thanks for the info. Are there any cases that you know of besides 'on pre collide' where this may happen? I just experienced the freeze without any 'on pre collide' actions. Maybe it tried waking up in the 'on pre collide' even though no actions were ran inside the event?

    I'm going to disable sleeping for now- I don't plan on having too many objects at a single time.

  • R0J0hound , actually.. it appears it happens when an object is asleep. I positioned one to sit above the tilemap and forced it to sleep state on start of layout, and then on pre collide it immediate freezes when velocity is set.

    edit: I'm guessing the pre collide isn't meant for applying velocity/etc.

  • R0J0hound , I found a bug that causes the game to freeze <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    capx: https://1drv.ms/u/s!AhHSZHEulqh_gWHiXC4TP0AV8S7_

    Seems to happen when you use a 'on pre collide' for an object, and set its velocity at the moment when a group of object collide at the same time.

    If you run the capx, it will freeze after a moment when a few boxes collide at exact same time, I think.

  • Untitled

    a hack n slash platformer similar to Ninja Gaiden

    I decided to create a thread for a project I've started on. It is in the early stages of development, but thought I would share more of what I'm doing instead of keeping everything in the dark. Haven't decided on a title, but project is codenamed Ricochet.

    This post will be updated as the game develops so that it better explains what the game is about. At the moment a lot is still being decided. Lately, most of the time has been spent on developing the mechanics. It will be a side-scroller platformer similar to ninja gaiden with hack n slash style gameplay.

    It uses the chipmunk plugin for the physics. A big thanks goes out to R0J0hound, for providing the plugin.

    Visuals are still being decided, and scale of things may be adjusted.

    Here is an animated gif:

    https://twitter.com/HandsofSight/status ... 6552338433

  • I think it would help illustrate the issue if people can have some examples of events that run slow with the current implementation. I've noticed at times where some things might be slow, like with many loops- is this the sort of thing that would be improved? What exactly about the event system is slow if it were compared to what webAssembly would do? Or is it just everything in general?

  • Thanks R0J0, that makes sense. If I can manage to implement that, I suspect I'll be able to improve my collision handling. At the moment I use a lot of little raycasts clockwise and counter-clockwise to imitate a circular collision check, but it isn't accurate enough and also probably overkill.

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  • siks, he doesn't want to know whether it exists or not. He wants to get the object type based on the given uid.

  • You can attempt to pick it from the sprites using 'pick by uid', then do an 'else' afterwards in-case it doesn't get picked. That way you either know it is or isn't in the sprite.

    That's the only way I know how to do that sort of test.

    Or you could create an array of uids for sprites whenever a sprite is created, and check the array for if the value exists. That second way might be more flexible?

  • Just set a variable=2, when button pressed. If variable > 0 and is not currently jumping, then do jump and subtract 1 from variable. You'll need a way to check if it is in process of jumping or not- using a variable you set to true or false when you jump/land.

  • okay, I found a way to do it:

    https://1drv.ms/u/s!AhHSZHEulqh_gVD2DkEQ7E1H9Sgn

    This capx will make the projectile hit the target regardless of where it is located, and you can adjust the time it takes and also the height.

  • I'm interested in knowing that too.

    I have done something similar, when the target position is at same elevation: https://1drv.ms/u/s!AhHSZHEulqh_gU9DPED1KiXMfRAw

    But I'm not sure how to solve it when the elevations are different.

    I'll need to figure it out for something I'm working on at some point, but maybe someone else knows how to do it!?

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Prominent

Member since 28 Apr, 2012

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