newt's Forum Posts

  • Isometric games are pretty time consuming, particularly artwork wise.

    I do have the template from the store if you just need to show that its doable.

    https://www.scirra.com/store/royalty-fr ... obones-342

  • Um this may sound silly, but its almost as if the current Chrome was designed to run at 30 fps.

  • Just tested there is a marked improvement on all screens including non full-screen

    My pc is a little outdated, but its usually the perfect test for C2 stuff.

    http://www.cnet.com/products/dell-inspi ... 1-5/specs/

  • I only tested cropped.

  • Is there any reason, in Chrome, for a game to get better fps when the layout is scaled up, rather than its regular scale?

    If so why would that make sense?

  • Yes I was a bit harsh, but I also feel that I wouldn't be doing him any favors by treating him with kid gloves.

    I will say his resolve thus far seems more steady than most his age.

  • It would be nice if we didn't have to make a new condition to set the state of a tile each time.

    If it could set the state as an index... that would be great.

    0=0

    1=90

    2=180 you get the idea

  • +1 for nimos100

    Just make sure they are webgl.

    That would go along way to a gui plug menu, hud etc.

  • I'm using reverse psychology(not really), since analogies are for children, and I'm preparing for next weeks rant for a native exporter.

    They're both recurring arguments, and its not childish at all to keep bringing up either subject, again, and again, and again.

  • Lets try the inverse of the postulate.

    Problem:

    My fps max is set at 30, but my game is not working correctly and running a slower odd frame rate.

    Suggested solution:

    If the max fps was set at 60 my game would run better.

    It would be doing twice the work.

    Tune in next week folks when we use reverse logic on to say we need a Html5 exporter so that we can reach a wider platform, rather than this native one... that runs so slow.

  • Yes, thats all it does.

    It scales up, and back to the distance of the pinch, which of course can't go negative.

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  • It would be nice if we had a bit of insight into what C3 will do, or or how it will work.

    Easier to plan for the changes.

  • Grid movement kinda like the one we had in CC.

    As for paths, I realise you can't do paths in the editor, but I'm willing to make an external one, and when you think about it the need for creating paths in-game far outweigh that anyway. A simple node based, runtime editable, spline movement that doesn't force you to use the object angle is what I'm suggesting.

    Sort of like the one of Rojo's in CC, just no editor. Importing a json would be acceptable.

    On the custom movement thing, how do you get it to interact with the solid behavior?

    The idea for the Solid is to not have to set up collision events for it, but it only works that way with Platform.

  • I'd like to see a gravity type of behavior. You set the direction, and speed, then it is drawn in that direction, and also interacts with the solid behavior.

    No point in adding the platform behavior to a roc.