Colludium's Forum Posts

  • If it's a large data set, and performance is an issue, I like to use a four dimensional octree, with a recursive scalar index for the first couple of levels.

    Otherwise, I just use global vars.

    If you're not using lambda calculus for your boss FSM and a kalman filter to determine the player's ability then I'm not interested....

    Probably!

  • I do it exactly that way as well .

  • Somedays you just want to make a totally different game and try out new concepts. But the thing I've learnt from my previous projects is that once I put them down even if it's because of a vacation I loose interest in the project and never work on it again.

    Exactly! Good plan to take your project with you - that's what I do too, much to my family's despair! Just keep a satisfying balance of game, sunshine and sangria....

  • Add a "Trigger Once" condition to the overlap at offset check.

  • Level 4 dev continues...

    I've got to be honest, I think that I've only got a few more puzzles in me before I lose the will to live (maybe one more level after this one). Betta make 'em whoppas, then!! So then I can concentrate on making the rest of the game look and sound good. And then I can take a rest. Fair play to those who do this for years at a time - I've been working on Umbra for over 6 months and I am starting to need to do something else. But I know that if I put this down it'll gather dust and languish forever in the 'nearly finished' pile....

  • There will always be somebody who takes personal offence because you didn't code in binary. I also think a few adolescents see it as a status achievement to try and trash something - perhaps they are too small to be effective bullies in their school playgrounds so they reside in the internet instead...

  • eliasfrost, check to see if your gpus are blacklisted - that is the most likely cause of a massive slow down like that. My umbra game demo runs with >2000 objects per level, physics, shaders, 14 layers, >40 mb images... and so on, all at 60 fps as long as the graphics driver is supported - that goes down to less than half that if the gpu is blacklisted... Things to also check are collision checks per tick (hundreds can be ok, but it depends on your export target), object behaviors that are not required because the objects are off screen should be disabled if possible...

  • LittleStain - I'd have to run some tests to be sure but that sounds like the best way of doing it.

  • I have this on 2 laptops both using integrated graphics - the drivers for which are up to date... I've been seeing it for the last 2 years in bigger projects that use this shader.

  • My only reservation about using it is I have no idea whether or not it uses collision cells. No biggie for a single check per tick, I guess, but on mobile devices...

    Anonnymitet - I am using my phone and didn't realize you'd already got there!

  • What about the System expression: Pick overlapping point?

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  • Unscrupulous. Be ready for "TidalEbbKit" to launch in a couple of years, once their current crowd funding gains have been spent.

  • Could you make Bad Piggies to run on 3 year old android devices at a steady 60fps using c2? The answer is no; wrapped html5 is not as fast as many other alternatives.

  • After some wringing of hands I've finally settled on an underground cellar theme for level 4....

  • AnD4D, I've updated my project linked above with an example of how to use lerp to interpolate between the previous and the current bullet position. R0J0hound 's suggestion is more robust and will give you more options and control over your visual effects.