deadeye's Recent Forum Activity

  • Okay then. The offer still stands, though. Just let me know if you change your mind.

  • If you like, you can pm your .cap to me and I'll take a look. It might help to have another set of eyes on it.

  • Okay, a couple of things:

    1. Instead of every tick, you should use a framerate independent condition like Every X Milliseconds. This will ensure that your rain will fall at the same rate on all computers.

    2. Physics can be demanding on the CPU, so you should only use it when you absolutely need it. You should have some events to fade out raindrops and destroy them over time (in case they aren't reaching the water) and also to destroy them if they are beyond the bottom of the layout (some of them are escaping the left edge of the level). By reducing the number of physics collisions you will reduce the load on the CPU.

    3. You can get a more efficient spread of rain using a loop like so:

    <img src="http://i48.tinypic.com/mw8kts.png">

    This gives a nice, rainy feel and you don't have to spam rain every tick.

    4. There is a picking issue when you spawn from an object based solely on a "every tick" or "every x milliseconds" condition. The SOL doesn't know which Rainmaker you mean, so it's picking the first one in the layout, which happens to be the small one off the screen in the left corner. That one is spawning things normally, while the one in the level is making a weird stream and acting funny. If you specify that you want all rainmakers to spawn things like that then it will work fine, but you need to pick the rainmakers somehow. I added a "For each rainmaker" loop to do so, but you could pick them another way if you like. Anyway, it works fine this way, just change your event to look like that.

  • There are levels already? :s

    Oh, hehe... so there are . I just assumed from your post where you said "it just gets harder and harder" that there weren't levels and you were just spawning new asteroids... my bad.

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  • Ahaha, I love how some people are just walking around naked

    Anyway Stargoat is right, you need some serious organization in your .cap. Make some object folders and sort your stuff, man. You can have a folder for Player stuff, NPC stuff, Background stuff, etc. It makes making events SO much easier because those folders get carried over to the event editor and you don't have to hunt through a few hundred little icons looking for the one object you want to make a condition for, you can just scroll to the folder it's in and look through like, ten objects instead.

  • In feeblethemighty's recent Guyman Hero thread he was having audio distortion problems as well. Apparently XA2 was creating multiple instances of itself on restarting a layout. He checked the "No serialize" attribute and that fixed it.

    You could try that, eh it couldn't hurt v<img src="http://www.scirra.com/forum/images/smilies/icon_confused.gif">v

  • I've sort of got it

    Rain: Set X to Rainmaker.left + Random(Rainmaker.Width)

    that get it's falling randomly along the rainmakers width, but I still have a constant stream falling from the image point, any ideas?

    I suppose I could always put the rainmaker below the layout and simply set the rain's x to 0, that just seems like the wrong answer though

    Are you spawning multiple raindrops in the event? How are you doing it? Is it a loop or is it just a bunch of spawn actions?

    If you're just using a bunch of spawn actions then when you tell Construct to set the x of your rain it will only pick the first one that was spawned.

    If you use a loop and tell each one to set it's x then it will set each one individually.

    If that doesn't help then post your .cap, or a screenshot of your spawning event.

    Here's a question (sick of me asking yet lol) is there a way to preload a soundclip into the engine without having to call it from it's directory every time?

    Yes, add the sound to your Files folder in the project panel and use load or play as a resource. Unless I'm misunderstanding you.

  • The rocks look really nice, but the ship by comparison needs some work. And I know there's no dust in space but you might thing about a "beam" indicating where the light is coming from? Just a hint of one would do nicely and add to the light effect.

    Perhaps when the jets are firing you could have a faint flickery red light light up the asteroids behind you? Just a thought. I mean, if your main gimmick in the asteroids clone is playing with light then you might as well go balls out and think up some other cool tricks you can do with light.

    Oh, and there should be definite waves or levels. Even the original Asteroids had level progression, and an occasional spaceship to fly by and shoot at you.

  • I'm a parakeet.

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deadeye

Member since 11 Nov, 2007

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