Colludium's Forum Posts

  • OK MadSpy,

    After a rather large amount of heartache and poor maths, I have managed to create the following (still undergoing tweaking, but you'll get the idea):

    There are still a few more fine adjustments I think I can make to this... I'll let you know when it's done!!

  • MadSpy

    lol. I am trying to create a gradient effect but I'm having CPU utilisation issues....

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  • Problem Description

    If your browser window loses focus (by clicking on another tab / open program) whilst you have a key pressed then, on becoming focused again, the engine registers that the key is still pressed even if it is not. The problem becomes rectified after you press then release the same key again.

    Attach a Capx

    capx

    Description of Capx

    The capx contains an object that can be moved left and right by holding down the arrow keys, using events.

    Steps to Reproduce Bug

    • Hold down Right arrow key and, with the key still pressed, change desktop focus - then release the arrow key
    • Return to the browser window and observe the object is still moving right
    • Try pressing Left arrow key and then release (+ observe object stops moving) then press the Right arrow key again - and observe that, when you release the key, the keydowns are subsequently correctly sensed

    Observed Result

    As per above.

    Expected Result

    When the layout's browser is in focus, all key-is-downs should be correctly sensed irrespective of their condition when the browser lost focus.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r206 64 bit

  • This is for you MadSpy - a new water animation... using Math-Fu .

    Yes? No? Maybe...?

    I have yet to stop the animation glitches that sometimes cause me irritation (I have a fix, should get it done in a day or so...). The maths / array work required to get this satisfactory and optimized has taken a couple of days...

    --image deleted-- see below

    Edited to update for the addition of a water splash effect.

  • ....to say you couldn't create your own physics with events is not true.

    Your earlier point about making Mario with platform behaviour was valid, and I haven't tried so it could not only be possible but relatively easy to do now I think about it.

    I disagree about the physics, though. My game uses the physics engine and I find the limited access we have to box 2d api to be hugely frustrating - no kinematic bodies, many joint types absent, no raycasting or slope normal / collision point, even though many if not all of these are in the plugin code, you just cannot access them via c2.

    As Ashley says, I realise the engine is a compromise to please the vast majority. IMO it's just that in some cases the vast majority don't stretch these plugins, so the majority are more ambivalent than pleased.... said it very well above; my frustration comes from being limited to what the default behaviors have to offer because there is no access to more complex features like collision point - stuff you need if you're going to code your own behaviour modification using events.

    Overall I'm very happy with c2!! I'm just a little concerned that focusing on c3 could put adding features like better/deeper plugin access so far back that what we see now is what we will have in another 2 years.

  • The physics and platform plugins are woefully limited - yet there is no way of achieving the effects of these plugins by using the event system. This forces a dedicated user to have to accept frustrating limitations... there is no way to do raycasting, slope normal, kinematic, solid collision filtering and so on. All have been mentioned many times, and I am aware that this is the slippery slope into another c2 deficiencies thread. But these plugins are awash with missing attributes that, if c3 doesn't contain the fixes, then I am not sure who will genuinely use c2/c3 for anything other than prototyping. I would love to see a community Mario template - the reason why there isn't one is because it's not possible to do without serious 3rd party plugin work. As said by Ruskul, then you're into using c2 in the same way you would use Unity - so why be here? No kinematic bodies.... really?

  • I can't see a need for this. Why would you want to know who the forum lurkers are when, if they wanted to contribute, they already would have done so already? If you want to get the attention of someone in particular, you can already tag them.... I agree with zenox and cryptic.

  • Any time . Sometimes I have to leave my self-made problems for a day before I can return and try again.

  • If Click_No > 0

    -- PrecisionVar = int(100 * Hit_No / Click_No) & "%"

  • As far as my understanding of how the c2 engine works, you will get less gpu demand if you use one sprite with the same image rather than lots of different objects with the same image (draw calls are per object).

    However, this will probably only achieve measurable gains on a low end mobile. And as soon as your project takes on a few thousand events, I imagine that you will not enjoy easily using one of c2's strengths - the layout editor. It would be difficult to edit and manage a game with only a couple of objects, and optimization techniques like render cells work on objects not animation names, so there could be balancing performance losses by doing this...

    I would advise you do a performance test on the platform you are targeting - because any gpu gains might be offset by a collision checking load or other extra events you have to put together to manage your technique.

    Also, don't waste your time.

  • I believe that part of the fun of developing c2 is just the challenge of adding additional cutting edge features to the editor. I mean: none of the scirra team use c2 on the side to make awesome games - developing it is the reason they get out of bed, and I think that sometimes that diverges from what many c2 users wish for. Not always, but things like having only 1/2 a physics engine are perplexing without explanation. Same for solids collision groups, and so on.

  • I hear you! I stopped my Umbra_Unity distraction a couple of months ago when I realized how complicated it was going to be just to do anything - progression would be really, painfully slow. And I too decided it would not be worth the effort, even though some features in Unity are really powerful. Problems like, as you say, no facility to make an image into a tiledbackground (!). If you don't mind writing a couple of pages of code then it's easy to work around... but that only applies if you find code-writing to be easy.

    I have my fingers crossed for the front to back renderer in c2 (it currently has some bugs, but what I got to work had zero jank in chrome ) and the potential for native export with W10 just around the corner - things are certainly looking up for desktop. No Mac/Linux export that won't be reliant on NW - but how many game buyers use those platforms anyway? If you want to make a good game for mobile then I think c2 will never be able to compete - if you want to use physics or lots of moving AI driven objects.

  • Cool - here's a corrected version of your example. I suggest you dig into the tutorials and the manual and then start experimenting to see how you can manipulate objects to get the effect you desire.

  • Hey krish - high five back! That pic was taken a couple of years ago... I'm currently 'enjoying' a holiday from biking because there are no race tracks near where I live. But it never leaves your soul!