oosyrag's Recent Forum Activity

  • Try Set angle TO angle(sprite.x,sprite.y,mouse.x,mouse.y)

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  • That is really a personal best judgment type of question... But I'd say 1080 would be more than enough.

    Don't underestimate memory requirements though, remember there is a difference graphics memory and system memory.

  • What recording softwares have you tried?

  • It's a simple stat calculator with 88 events and 3 small images o.o

    It's not a game by any means I just can't really see how 3 Images with 88 events = 101MB :/

    Your program - 1 MB, NW.js wrapper executable (Chromium browser engine) - 100MB. (Not exact, just for example)

    Basically, most people already have a browser installed so you don't need to bundle the browser engine. Just export as HTML 5 and it will run in whatever people already have installed.

    The main purpose of NW.js is to create an executable file for windows on a controlled platform. So for you, you don't really need NW.js and thus your original statement is correct in a way. Doesn't mean it is worthless for others who find it useful though.

  • Hello there.

    Generally speaking, you don't have to worry about performance/speed when talking about image size. What you do need to worry about though, is available memory. See https://www.scirra.com/blog/112/remembe ... our-memory for more information.

    Basically it depends on the memory limitations of the platform you are developing for, and how many assets you have in your game. It is a trade off between fewer high resolution images or many lower resolution images.

    Ideally if you are not nearing your limits, you want to design for the highest resolution considered, then downscale.

    On the other hand, I haven't had many issues with blurry edges and upscaling. There are some things to try such as pixel rounding and sampling type in your project properties.

  • Use the angle value between the center/origin of your OSC and your touch coordinate, then separate out 8 conditions for each angle range you want.

  • Try angle(car.x,car.y,object.x,object.y) to get the angle between the car and object, and apply the impulse at the same angle.

  • Yes, basically if your player x position is within the Thwomps width (assuming the origin point is in the middle of both).

    Then you'll need to tweak it as you see fit. Does the player need to be completely under the thwomp? What happens on a partial squish? Or if they player moves into the side of it while it is falling? ect.

  • Regarding the drag and drop on the menu, again you would just add a condition to your drag event to only include things on the relative layer.

  • I would simply use one object with an instance variable to check for conditions. So for your building, add a boolean "DisplayOnly" true or false. Then for your events, add the DispayOnly=false to not affect the menu ones.

  • I've been using compare x to make them. But they glitch sometimes.

    You will need to elaborate. What is your problem?

    As for falling directly on the player... that would be a set of conditions, up to you to decide what is most suitable.

    For example...

    Thwomp On collision with Player

    Thwomp is falling/moving

    Player is within Thwomp.width/2 of Thwomp x position

    Then do damage

    Else (custom movement) Thwomp push player out at angle

  • Sinking to the bottom is probably gravity?

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oosyrag

Member since 20 Feb, 2013

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