Can this Construct2 plugin be replicated in C3 with collision tags?

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The I18N (Translation) is a Construct plugin created to translate text in game.
  • I have a long term project I have been working on for several years with C2 that heavily relies on the Platform2 plugin made by Colludium. I've been reluctant to move the project to C3 because I believe it would be a heavy lift to convert it, but I'm also not sure that the C3 Collision tag system even can cover my needs.

    Before weighing in, please take a look at this gif to see what I am doing.

    To further explain, my game utilizes up to 8 "lanes" of collision, platformer/solid objects in lane 3 only do platformer/solid collision events with other objects in lane 3. Enemies, players, and some other objects are able to move freely between lanes which updates their collision filtering to accomdate.

    Having looked at the documentation for the collision tags in Construct3, I'm not really sure it's robust enough to handle this, as it appears that you can't have say, multiple enemies/players (Platform objects) filtering for multiple Solids, or am I misunderstanding this system?

    EDIT: Should also mention I did try to get this working in the trial version of C3 but couldn't get it to replicate what I was looking for.

    Tagged:

  • Quick update, I did get this to work in the C3 trial, which is both good and bad news. Good in that I now know it is possible, bad in that I now have to determine if I want to take on the massive task of moving this project to C3...

    But I do have another question that can help me determine my course of action here. For anyone who has used a lot of the collision tags/filtering in C3, how is it performance wise?

    I ask because I assume that the Platform2 plugin is more efficient than the C3 tags, mainly because rather than tags it uses binary bit flags. I won't pretend to know anything about computer science, but to me this seems more efficient.

    As an example, my project oftentimes has layouts with 200+ objects, including 50+ solids, and 20+ platformer objects. It still manages to stay at 60FPS doing 80000ish collision checks a second. Does this seem in-line with the C3 collision tags system?

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  • The performance could easily be checked by testing, as with all performance questions. The fps depends on your target device. You can modify the performance text example to test your targets.

    editor.construct.net

    I don't believe any sort of filtering would increase cpu load, only reduce.

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