Your C2 tests

Show us your completed creations made in Construct 2

Post » Sat Apr 16, 2011 9:58 pm

harrio wrote
"once you put in the 'set random' for the angle, do you add a 'move forward' action for the sprite? i realized, i did not list it in my suedo code."

Wont work for my example because the ball's angle doesn't affect its movement(i think?)

I changed a couple of settings and the ball's motion now looks a bit more realistic-

[url:d1lckvlg]http://dl.dropbox.com/u/22173473/breakoutnew.rar[/url:d1lckvlg]
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Post » Sun Apr 17, 2011 2:09 pm

[quote="chrisbrobs":1807etd3][quote="Caspis Sinclair":1807etd3]I get 20-24 fps using Firefox 4.0 (WinXP)

The overall framerate for in the latest build(32.2) has dropped in comparison to the previous releases.

This can be tested if you replace 'preview.html' file in the main C2 folder with one taken from an earlier build.

Using the old 'preview' the game runs at 30 frames ps, as opposed to 22 / 23 with the new one.[/quote:1807etd3][/quote:1807etd3]

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Not sure if what i stated here is 100% accurate?

I made and tested a 640 x 480 version of the game and the framerate goes up to 50 plus.

Which is double the 800x600 version.? :?
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Post » Sun Apr 17, 2011 6:16 pm

i improved the ship movement, and added in collisions with the asteroids. but it is still not rotating the way i want it to.

it is turning, instead of rotating.

[url:1snunc47]http://dl.dropbox.com/u/6707683/construct.../asteroids_test.capx[/url:1snunc47]

is this something that just has not been added to c2 yet, or am i just using a wrong method?
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Post » Sun Apr 17, 2011 8:11 pm

[quote="harrio":1489heyv]i improved the ship movement, and added in collisions with the asteroids. but it is still not rotating the way i want it to.

it is turning, instead of rotating.

[url:1489heyv]http://dl.dropbox.com/u/6707683/construct.../asteroids_test.capx[/url:1489heyv]

is this something that just has not been added to c2 yet, or am i just using a wrong method?[/quote:1489heyv]

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I just found this capx file i downloaded a couple of weeks ago. Its a simple asteroid game that somebody posted(i cant give them a mention because i can't find the original post)

[url:1489heyv]http://dl.dropbox.com/u/22173473/asteroidSHIP.rar[/url:1489heyv]

Note, Some of the events are disabled, so you will have to enable them.

Check out the ship's movement!

Hope this helps.
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Post » Sun Apr 17, 2011 8:25 pm

i'll have to explain my situation brobs,

i usually work on c2 at work, don't ask, so i can't download caps from the network there. and when i'm at my house, i'm on a mac. i was using vmware fusion to run c2, and it worked perfectly. but the 30 day trial has expired, so i have to buy vmware fusion 3.0 before i can use downloaded caps.

so i was hoping someone could tell me something they see wrong in my cap. but i will be getting fusion pretty soon here. so i really appreciate your input, i'm just not able to utilize it just yet.

i'm sort of flying blind until i can see other peoples caps, so i can see best use practices. because i know some of my event setups are probably far from 'optimal'...lol.
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Post » Sun Apr 17, 2011 9:09 pm

This is a screenshot of the events that control the ship:

[url:395nhkpg]http://dl.dropbox.com/u/22173473/movement.png[/url:395nhkpg]
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Post » Mon Apr 18, 2011 6:59 am

thank you kind sir...
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Post » Mon Apr 18, 2011 2:24 pm

[quote="harrio":rpuvx5ds]i improved the ship movement, and added in collisions with the asteroids. but it is still not rotating the way i want it to.

it is turning, instead of rotating.

[url:rpuvx5ds]http://dl.dropbox.com/u/6707683/construct.../asteroids_test.capx[/url:rpuvx5ds]

is this something that just has not been added to c2 yet, or am i just using a wrong method?[/quote:rpuvx5ds]
Tested this on my PC. This is not about the rotation but the Destroy of the ship.

When an asteroid touches the ship there is an "explosion" and the main ship disappears. However if you wait a while and another asteroid collides with the same location of the ship, although it is not visible you still get an "explosion". This is a bug in your logic.

Also on the iPad, for this simple example with the game just loaded in the browser I get 14 fps which means very jerky movement. On my pc (Firefox 4) I get 30 fps. So I'm guessing that with more objects and more things to do it would be much slower. So either the engine is sucking up a lot of juice or your game logic needs tuning.

I know the iPad is not as powerful as my pc but 14 fps with nothing much going on onscreen is way too slow to be even half usable.
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Post » Mon Apr 18, 2011 7:03 pm

thanks dapeeper for testing my demo,

in regards to the 'destroy' action, i actually did that on purpose. there are things that i test to figure out functionality, and things i test to find bugs. so i created the destroy sequence to make sure that it worked, but i purposely did not remove the ship so i could continue moving it around to test for things without having to restart the app.

i'm basically just trying to replicate the functionality of older retro games to wrap my head around the process of working with c2. so i'm not actually making finished products...just yet.

as for the fps, ashley explained that safari for ipad/iphone is not optimized for html5 performance...thus, the suckage.
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Post » Mon Apr 18, 2011 9:04 pm

[quote="chrisbrobs":1r81081c]This is a screenshot of the events that control the ship:

[url:1r81081c]http://dl.dropbox.com/u/22173473/movement.png[/url:1r81081c][/quote:1r81081c]

thanks a ton chrisbrobs,

i checked out the example you showed and i could not figure out the math involved with moving the ship, and i don't like copy-pasting stuff i don't understand just to get something to work, but when i saw that it was using two 'versions' of the ship... :idea: ...i literally heard the star trek:WOK quote, 'his thinking appears to be - one dimensional.' in my head...lol.

[url:1r81081c]http://dl.dropbox.com/u/6707683/construct.../asteroids%20html5/index.html[/url:1r81081c]

i used two sticky notes, as the two ships, moving them around on my desk at work, and writing variable values on them as i changed their positions, to figure out the events needed. i must have looked crazy.

now it's working exactly the way i wanted it to. it rotates while remaining in the same linear direction it is moving, and if you thrust and rotate at the same time, it turns.

it felt good to figure this out. it's just a newb demo. but it felt good all the same. thanks for your help. maybe i'll get good enough to help others someday.
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