Betagroan! It seems to be a problem with the V-Sync code, as the problem goes away when I change the frame rate determination mode to Fixed.
Hello,
I'm trying to make a game involving a cannon moving at the bottom of the screen. However, when I use V-Sync, I get this ugly pixel-dragging effect. How can I get rid of it?
Here's the source: http://www.mediafire.com/?jn4kiq0zmom
A and D to move.
Develop games in your browser. Powerful, performant & highly capable.
But it still doesn't bounce in this situation. If two objects collide, there is no bouncing.
Very cool, 'cept that it seems as if the vines need some anti-aliasing when the get very thin.
Thanks, that'll help.
One more thing. I'm using 8Direction to control the movement of a ball. However, when I set it to "bounce" when hitting another certain object, it just stops when hitting the object instead of actually bouncing. How can I get this effect?
Hey,
Say you want to make a game with several different levels which incorporate the same objects and mechanisms. You know; different levels, but the levels have the same components. How can you easily do this in Construct without having to have X amount of copies of each object (X being the number of levels)?
Thanks.
Notebook:
Device name: ATI MOBILITY RADEON X1600
Pixel shader: 3
Estimated VRAM: 1022 MB
Motion blur: Yes
Okay, I have another question. What does it mean when the application test window suddenly closes? What causes that?
EDIT: Nevermind, I'll make a new post.
EDIT2: Nevermind again, I figured it out
Well, I already figured out a way to kind of "cheat" at it using the animator. However, I'm sure that will come in handy later---thank you.
Hey.
I'm trying to make a game. The player will be able to plant bombs, which blow up a set amount of time (2 seconds) after they are planted. I tried creating a private variable which was set to the TickCount whenever a bomb was created, and an event that constantly checked to see if the tick count had gone 100 above the variable's value (100 ticks 50 fps = 2 sec). However, what happened instead was that all of the bombs planted in the first two seconds of the program running would explode at the same time after 2 seconds had finished. I thus assumed that this was because when you create a private variable, it only has one value for the entire object, rather than each instance of the object having its own value. How do I make a variable for each instance of the Bomb object that the player creates?