XpMonster's Recent Forum Activity

  • matriax

    So you want to create objects using properties saved in .json file, right?

    Seems as we do running into similar issue in our projects. You've made a bigger progress tho. Well done!

    I'll take my time to inspect your work.

  • You've told something about tutorial for using map sections to load only when player close. Can I see it somewhere?

    I've a trouble with creating big world (Not talking about 10,000 pixels or 100,000 pixels. Far more!) and I can't design inside Construct 2 as it would be unpossible

    I have to use my own engine to create locations there and then load when player's close.

    Have you found any way to store the data of objects?

    I've a created a topic for my issue on the forum so please visit if interested to help

    Thank you very much!

  • Magistross

    or anyone else who can help.

    Tilemap and even array doesn't seems to work in my project as I need it.

    I have to address my issue once again, but I will explain it again so everyone could better understand it.

    *Please read first post in the topic

    What I need is many different objects. Different by the size, variables and everything else.

    Is there any way of storing this data into some document and then load it? I mean you can see in other games files for different locations.

    They often use those to load location by parts. If you would play GTA V for example on old computer you could see how your old computer hangs

    when you move fast on the location that's because it loads it and the faster you move - more it hangs as it can't catch up with you.

    I need exactly the same system they've developed for their game. I know it's possible only don't khow how this should be done in Construct 2.

    I'm thinking of creating the level-design engine inside Construct 2 so I could create locations for my game, store them into some file and then load it as player moves close to it.

    As my world is pretty much titanesque (There's no better word for it). I'm talking about millions of pixels and so of course I cannot design it all inside Construct 2. It's unpossible.

    I can create a location in my level-design engine, save it and load it inside the game when needed.

    This feature is what on my whole game lies upon. I've resolved most of the root features, but this one is pretty hard for me.

    I have to do it and pretty important to do it without damage to perfomance.

    Please do not hesitate to ask questions.

    Thanks everyone for attention!

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  • Working on a big project so need achievements for sure. Multiplayer as well if I manage.

    When I finish my project I surely will look for ways to expand it's availability in stores. Xbox will do just perfect.

    I sincerely hope Microsoft will corporate with Scirra to help our developers share their creations with players on Xbox One.

  • Considering that you only need to fill parts with the colour, you could do it all with only one sprite and tint effect on the parts. Original, colourless parts should be maked in white/grey colours like in child colourings.

    However even if there were no plugins and effects. You still could simply change colours with different sprites, but where's fun in that?

    Once the painting is ends with some little confirmation process game should proove that player has used the right colours to fulfill image's parts. You can make it with a private variable or without it.

    You can have this confirmation process going on it's own when all parts are filled with a colour or you can give the confirmation button which player free to press in any time or once again when parts are filled with a colour.

    To easy development you can separate game process on three stages:

    Stage 1: Example (Big example is showing, already coloured big parts and then tint-effect is slowly going to 0 (Like changing opacity, but you do it with the effect). Going next to Stage 2!

    Stage 2: Painting (Let player see a miniature and the colouring instruments when example is gone. Starting to fill white/grey parts with a colour. Once finished starting our confirmation process. Going to Stage 3!)

    Stage 3: Confirmation (Game confirmates big parts true colour and then finishing a game process kicking player forward to the next level. If player failed the confirmation you can start level from the beginning (Stage 1) or just make amends and go through confirmation process again)

    Rojohound's plugin is great and you should try it, but I doubt it will help in this project unless you need to actually draw pictures. With a time it can be done as well.

    Wish you luck!

  • Mostly depends on the graphic and code you will use.

    Be smart and I'm sure you will get project with any ambitions done!

    Here's nice official manuals to help you on the matter:

    https://www.scirra.com/manual/134/performance-tips

    https://www.scirra.com/manual/183/memory-usage

  • Ashley Thanks much for your reply.

    I didn't expected any kind of fix and only looked for an explanation to open my eyes on the subject. Which I did with Your's and R0J0hound's help.

    CC has this problem as well, but it's appears only on around 10 million pixels away from zero and only for a while. So not bothers me at all.

    I also think 8Direction behavior there is better then in C2 as you can easily change direction of your movement to any angle. Which you somewhy can't do in C2.

    If you'll add something like these in upcoming versions that would be awesome.

    My game is not about spaceships. It's about sea vessels and characters on them. So I'm not sure zero scrolling will help, but will certainly try to came up with something.

    3Dbox and Z elevation holding me really tight to CC. It's making my Top-Down game look a lot more better.

    Tho I can achieve it in C2 if I do some "dark rituals" with Q3D plugin.

    Currently I will work on versions of the game on both engines until I decide which one is the best instrument to make my project come to live.

    Thanks everyone!

  • R0J0hound It works. Will keep it all in mind from now on.

    Tho I should stay on Classic.

    As my game is in Top Down perspective I found 3D elements very important and even without them - there is many good things in this good old engine that's somewhy C2 don't include.

    Thanks for a really useful information, R0J0hound

  • R0J0hound Thanks for your reply.

    I don't need high speed at all. High speed only makes this bug to appear faster, but i'll appear anyway.

    Keep numbers to zero it's a good advice, but I still have to design locations and make scenes somehow.

    I'm not sure that's minecraft working in way of spaceship games. That's more like they destroying and recreating objects on the way.

    Just like in big games as GTA, AC, Bloodborne, Witcher 3 and so on.

  • Well I moved my work to Classic and currently enjoy this good old engine that I know very-very well and for a long time.

    The only thing I currently can't be happy about - it's no ways to export my project to something aside from Desktop in Classic, but again the same thing for Construct 2 (Don't count Wii U)

    And also stamp on multiplayer elements, but that's okay.

    Anyway I still think CC and C2 are both great engines and can serve good to anyone with hands (and sometimes even without them), but for a little different purposes.

    I hope Scirra Team will take some good focus on Desktop (Maybe other platforms like Xbox One) and on implementing 3D/2D elements in Construct 3.

    Positively gonna buy the engine even If I won't make my game on it.

    Happy New Year to Everyone!

  • Problem Description

    ____ Depends on object's speed - with a time it will shake like rattlesnake's tail and have some sort of distortion____

    Attach a Capx

    ____ Here It Is ____

    Description of Capx

    ____ Astronaut tied to a rope launching into space____

    "Q" and "E" - rotate object

    If "W" is down - speed is equal to 9999999

    If "S" is down - speed is equal to 100

    If "W" & "S" is not down - speed is equal to 0

    Some screens:

    Steps to Reproduce Bug

    • Speed up the rocket and watch

    Observed Result

    ____ Growing of distortion depends on object's speed, but this problem will appear anyway. It's not a matter of scrolling as was my first thought. Behavior also have nothing to do with it.

    If object's speed will be equal to 0 then object will stop to shake, but you'll see the distortion. It will start shake with the same intensity (But may be slower) if you start to move object again ____

    This problem may appear in anyone's project if someone will play it for quite some time.

    Wouldn't be a problem for me If I'd wanted to make a game about astronaut that launching into space.

    Updated (31.12.15)***

    Desperately I tried to test this problem on Construct Classic. And there is no such thing. Of course, when speed is devilish huge (99999999 in Custom Movement) it will appear, but somewhy just for a seconds.

    And just shaking. No distortion.

    Now I'm asking myself "Should I move my project to CC?".

    ___________________________________________________________

    Expected Result

    ____ Surely I don't want to see any kind of distortion and shaking ____

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)
    • NW.js [Desktop]: (YES)

    Operating System and Service Pack

    ____ Windows 7 Maximum 64-bit (6.1, 7601) ____

    Construct 2 Version ID

    ____ Release r216 (64-bit) ____

    Hey, lads. I wish everyone a Happy New Year! All best to Scirra Team and thank you guys for awesome work that you do. I'm really looking forward to see Construct 3 in upcoming 2016.

  • Great plugin!

    I have improved shadow and isoZ sorting for a bit, created some opaque system. Looks quite good.

    Thank you very much, R0J0hound !

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XpMonster

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