Colludium's Recent Forum Activity

  • I tried to entice Ashley to allow for this - a solid 30 fps on a Samsung S2 would be infinitely better than what I experienced with continual slow-downs and speed-ups. Here's the old thread. The problem was something to do with how C2 ties to the vsync of the display in use... It ultimately proved no good - a non-fixed and on-demand temporary lower framerate was implemented, but that proved just as glitchey as if no remedy had been implemented. It felt like a 1/2 way solution - to lower the framerate ad-hoc if the tick time was longer than a certain value (can't remember the details so apologies if this makes no sense). I imagine that it would require a big re-write of the engine, although I really don't understand why it's not possible to do when Unity and GameMaker manage it without a problem - and they both export to HTML5....

  • I forgot what they are called, but someone was showing me in Unity they have functions that trigger across ticks......save a whole heap of time for me!

    I wish we had something like this built in as well. The Transitions in the Corona SDK are also like this. Brilliantly simple and powerful - a bit like every object having LiteTween built in... In one line of code you can command an Ease-Transition for position, angle, opacity and other attributes and then the engine would do the rest. Sigh...

  • Hexagonal and Isometric Tilemap support. Please?

    Yes please! Please, please, please, please, please!

  • codah yeah, but we are using ********* events", not "the easy way behaviors"

    codah, yeah - LiteTween is ace but... no cheating...!!

  • The right-hand room never fades out?

    Ahhh - I guess I was being dumb and didn't understand the OP... Try this updated version where both sides fade. I used another copy of the Sprite4 as there's no need to use 2 different objects for this purpose.

    I've put in 2 event groups that you can enable/disable. The first uses 2 events and no variables and is very simple to implement... The second is 'tidier' to my brain because it only demands the system lerp when fading is in process. Of note on option 1 I had to use a For Each loop - I don't understand why it wasn't detecting the lack of overlap without it...

  • Give this a go - I hope it's the kind of thing you're after. I removed the fade behavior from sprite4 and added a FadeIn and a FadeOut boolean. The booleans are set according to whether or not the player is overlapping the shade sprite, another event then takes care of the fade in or fade out effect, using dt to ensure a smooth fade effect....

    Edit - deleted the file because I was dumb - see below for a fully working example!

  • Same for me too - all looks ok and not blurry anywhere... Have you tried viewing it in the editor with WebGL disabled in the project properties - it could be your video card?

  • Can you load your file onto dropbox or another server that won't require me to endorse its product when I download it?

  • Bl4ckSh33p, I am going to assume that you're using Chrome - I suspect that might be the cause of the slow-down. Try IE11 or Firefox and compare - the debugger in Chrome is incredibly slow / hesitant on the game I'm working on, yet the other browsers don't seem burdened by the extra work. Weird...

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  • You almost certainly need this Rotate To Plugin by Rex Rainbow. It's awesome and should meet your every need when rotating objects - you can set angular acceleration, deceleration and angle to rotate to (shortest / clockwise / anti-clockwise). Enjoy...

  • I think it's a no-brainer: return -1 if the scaling is not symmetrical, otherwise return the object's scale.

  • LOL.

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Colludium

Member since 26 Aug, 2013

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