BattleJenkins's Recent Forum Activity

  • Hello, everyone! I've been enjoying Construct 2 immensely, to the point of relying on the game I'm making with it for my livelihood. Now that's confidence in a product! It has absolutely every feature I ever needed or expected to need! That is, save one!

    Construct 2 seems to be very, very stubborn about the way it handles frame rates. The option to set a frame rate cap doesn't seem to exist at all, despite the multitude of reasons a game creator might want to (I.E. for aesthetic reasons or to ensure more consistent results/performance out of certain devices).

    Another option that's missing seems to be the ability to choose to have the game slow down rather than start dropping frames after the frame rate gets below a certain point. I've run into problems with this in my game, Grapple Force Rena; at low frame rates, the game doesn't register collisions as reliably, and the main character's grappling hook starts to 'pass through' and miss pieces of the environment, enemies, and objects. Games that value precision collision detection over game speed (I.E. 'bullet hell' shooters, which require incredibly precise collision handling) might become borderline unplayable under these conditions.

    I've created an example of how to replicate the 'slowdown' behavior in Construct 2 using events, but since the engine only updates the frame rate it reports once per second, it isn't perfect. I've provided the example as an attachment, and also uploaded it here: http://battlestudio.com/c2slowdown/

    Are there any plans to put more options in the hands of game creators in terms of the way Construct 2 handles performance issues like these? And when will we finally receive the ability to control the maximum frame rate manually?

  • Thanks for the kind words!

    I did end up adding a prompt to skip the dialog - maybe you still have an old version cached, if you tried it earlier?

    You can see it up in the upper left corner, there.

    Also, the website does have a section for controls, in addition to a "How to Play" section that hashes things out in more detail!

    http://rena.battlestudio.com/controls/

    http://rena.battlestudio.com/how-to-play/

    If these were all too easy to miss, let me know!

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  • Don't worry, everyone! It's not THAT polished.

    https://storify.com/BattleJenkins/so-long-suckers

  • Joke's on you - you could skip the dialog at any time by pressing "Enter!" You suffered through all my cheesy dialog for nothing!

    You're not the first person to bring this up, though, so I added a little prompt in the upper left corner of cutscene segments making this explicit. Hope that helps!

    (Also, thanks for the kind words!)

  • Most of my mobile devices are old and I don't own any Apple stuff, but my engine tests ran really well in the iPad browser. I built a native Android version too, which ran pretty smoothly even on my off-brand Android hardware. I don't want to get too deep into mobile development until I have more to test on, though!

    I actually came up with a pretty novel way of scaling the game that works like integer scaling but adapts to any aspect ratio - it detects the size of the screen and sets the zoom level based on that, and positions all the HUD elements based on where the screen edges are. It still looks off on some devices with odd screen sizes, though - the further you get from a multiple of 360p, the more there's a chance that things might get cut off. I'm still working that out!

  • Thank you very much for the kind words! I really hope I can keep making this game and keep updating it with new courses!

  • Hello, everyone! It's me, Tim!

    I've been working pretty hard these last few months, and I'm finally ready to show off what I've been working on! Behold: http://rena.battlestudio.com - Grapple Force Rena!

    It's a 2D action platformer, made in the style of Genesis-era 16 bit games. You control Rena, a brave young girl with mysterious magic bracelets that let her shoot out magical "grapple beams", letting her grab and swing across any surface or grab and throw her enemies!

    This is a kind of unique project, made possible entirely by HTML5 and Construct 2 - when I say it's a "serial web game", I mean it's something like a webcomic, which is constantly updated with new content - but a game! Each page on the website has one course of the game playable, complete with story segments! Over time, more and more of the story will be revealed - at least one new course every 2 weeks!

    I've learned a lot while making this game, and I still have much to learn as I push forward with the game's unique format - I hope I can share what I've learned with all of you in the future! Thank you so much for your attention!

  • Solved! By me!

    It turns out you can use the "replace" function to replace a character with a line break! So instead of calling the instance variable directly, like I was:

    Self.Line1

    I called this instead:

    replace(Self.Line1, "|", newline)

    Now any time I type a |, I get a line break! So easy!

  • Is it possible to include a line break in an object's text instance variable? My game includes a text box with appearing "typewriter" text, but words don't wrap until they're long enough to breach the edge of the text box, which can be jarring. I attempted to solve this problem by manually putting in line breaks before these words, but I haven't found a good way to do so.

    I'm using instance variables to feed the text box from NPC objects - the NPC contains all of the text that the text box will use for the dialog, and each NPC can have different text, even though they're technically the same object.

    I tried adding " & newline & " to the strings themselves, but that proved fruitless.

    Does anyone have a solution to this problem?

  • I've tried just about everything to get it to display correctly.

    I'm just going to deal with it for now; with any luck, it won't be too long before I'm able to get a more recent system to develop on. It hasn't been a problem so far (other than being kind of irritating) - if this isn't an easy fix and nobody else is having the problem, I'm not sure how much there is to be done!

  • If details on my system help, I'm using integrated Intel HD 3000 graphics on a laptop running Windows 8.1.

  • Let me ask you. this happen too when you create a new project or just the one you are working on? Maybe you have apply a Blur effects on the layout?

    This happens on all of my projects. There are no effects on the layout at all, otherwise I'd see them at runtime.

    It looks like you are using sprites a few pixels in size and scaling them up to be big rectangles. The editor has always done that when stretching that much.

    It doesn't hurt anything it's only in the editor.

    I used to scale a single pixel up to color the background before we had that option, and you could barely even see it, it blurred so much. If you need to have more clarity in the editor, use bigger sprites.

    Like I said before, these sprites are displayed at the correct size; they're just blurry. None of the sprites are scaled up.

    <img src="http://s17.postimg.org/bn0sv4kan/Blurry_Editor2.png" border="0" />

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BattleJenkins

Member since 13 Jul, 2013

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