akaja's Forum Posts

  • [quote:28ac4kwz]i never saw any bugs when i had a ton of objects. although it would be nice to see this cap file, instead of having to recreate it ourself

    I do agree with you so here : http://www.megaupload.com/?d=SC04URUZ

    I followed the Ghost Shooter tutorial to about part 3 before doing the basic AI. After that, I add "Right mouse button is down" for spawning monsters.

  • Hi, I am trying to test the performance of Construct 0.99.97, using the Ghost Shooter tutorial. I reduced the size of the monster's sprite to 32 x 32, make the layout 640 x 480, exactly the same as the screen, and turn off collision for player and monster. (or else all monsters will eat the player alive)

    I used a simple event that if I hold the right mouse button, I will spawn a monster in every 2 milliseconds. I am going up to 5000 monsters on the screen at once and the game is still not lagging at all. I'm very impressed. This is something that we can't do in some other Game Creation software.

    But anyway, when there are so many instances, a few things are not right:

    1. The collision between the bullet and monster sometimes do not work. Bullets simply fly over the monsters on some occasions.

    2. When monster is outside the layout, it will move its angle toward the player. This time, I set the monster to rotate 360 degrees toward the player. This makes the monster instantly shift its direction toward the player when it is outside the layout. What is interesting is when there are so many instances, sometimes, these monsters suddenly "jump" to positions near the player and move toward the player instead.

    These two things occur more frequently when I hold down the right button, spawning stream of monsters.

    So from this, I start to worry about having too many instances in a layout, due to this error. Should we do anything about this? I know that most of the time, I won't be hitting more than 1000 instances, but in some rare chances, and just in case, what can we do?

  • I see... so it's not implemented in Construct 2 yet.

  • What am I trying to achieve: If a bullet hits sprite2, all bullets must be destroyed. Here:

    http://img801.imageshack.us/i/forallbulletsdestroy.png/

    But this doesn't work. Normally, if I want to iterate through all instances in Construct, how do I do that?

  • Thanks for the code, R0J0hound. That clears up lots of things. At first, I thought there can only be one condition.

  • Well, I was looking around for a drag and drop object for "loop" or the like, but I'm a complete newbie in here, and I am not sure which goes where yet. In other words, I don't know how do you do this? I got all the source code in my head, but not sure how to pull it off exactly in Construct 2.

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  • Hi, I have tried playing around with Construct 2 a bit. I have never touched Construct 1 though, and I am aware that Construct 2 is still under beta development.

    So the thing is this, right now, I want this simple thing written in the pseudo code below but I am not sure whether it is possible yet:

    //a bomb explodes and spreads bullets in all directions.
    for (int i = 0; i < 360; i += 10){
        GameObject *createdObject_ID = createObject(bullet, thisObject->getX(), thisObject->getY());
        createdObject_ID->setDirection( i );
        createdObject_ID->setSpeed( 3 );
    }
    
    [/code:22a3zi2c]
    
    So is it possible in Construct 2 now or not? Am I missing something? What should I look for in the event sheet?
  • I'm new here and I have just followed all the news around here. But I am looking for an answer to this question:

    I see that Construct 2 is not backward compatible with Construct 0.x, the whole thing is reimplemented, etc. so are the tutorials for Construct 0.x still applicable for learning Construct 2?