David's Forum Posts

  • lol thats true....VB...the true bogan beer

    BTW for all you non-australians out there this is the perfect example of a bogan...

    BLOKE MAN

    I drink Carton Cold, TEDS, Canadian Club, Southern Comfort, Jack Daniels, Techilla shots and Jagerbombs!

    God dammit I am hungry now!

  • Jim Beam...you bogan!

  • When you make your isometric walls, be sure to create two separate objects, one that is a flat collision mask, and one that's the wall itself, because you will only want the collisions to occur on the base of the wall. While it is a planned feature to add custom collision masks, it hasn't been done yet so that technique is the next best thing

    Also try out the 'for each ordered' condition. Add a family like blue or something to every object that is isometric, and then loop each blue ordered by its Y position, and bring it to the front. That will make the player go behind and in front of walls etc.

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  • Was my example of any help?

    It has 600 spaceships and 1200 turrets (approx) and runs at 300 fps... assuming only a couple of spaceships are on the screen at once...

  • For now, see my example

    However, I'm currently designing a pairer plugin that will be heaps faster because it will have direct pointers to objects, so instead of 360000 it will just be 600 iterations...if it works of course

  • <img src="http://img68.exs.cx/img68/822/emu.jpg">

  • I dont think you completely understand, the condition loop

    Pair: Loop each

    Would repeat the actions for each parent, and select the spaceships and turrets accordingly. So if you have 600 spaceships and 1200 turrets, it would loop 600 times, selecting the turrets for the one selected spaceship.

  • Although I'm starting to think now that an 'object pairer' plugin might be a better direction to go.

    So you could just create something like this:

    Loop 600 times
            Create spaceship
            Loop number of turrets 
                          Create turret   
                          Pair turret to spaceship[/code:1pdae0ze]
    
    And then when you want to position all the objects you would just do
    
    [code:1pdae0ze]Pair: Loop each
               Set turret position to spaceship[/code:1pdae0ze]
  • I made an example using a for loop and comparing distance etc.

    Works pretty good

  • This particular example is quite demanding on the processor - it needs to loop all the ships and all the turrets and match them up each frame. However to speed things up, I only loop the ships on the screen, making it perform a lot better.

  • It would be faster to do this:

    for each ship

    turret : private variable 'parentOID' equals ship.UID

    Set turret's x,y

    Then comparison condition selects all the turrets which belong to the ship, and the action will be applied to each selected instance. Construct re-evaluates the parameters for each selected instances of the turret in the action.

    That will probably be a fair bit faster. But failing that, if it's still slow, you might want to try this approach:

    Always - hide turrets

    ship is in playfield

    turret : private variable 'parentOID' equals ship.UID

    Set turret's x,y

    Make turret visible

    If its likely that theres only going to be a couple of spaceships on the screen at once.

  • Well I've completely stuffed the apple now. I selected a resolution that my monitor doesn't support by accident, and whereas on windows when you change resolution if you dont press anything for 10 seconds to reverts to the old resolution...seems the apple doesn't! I just have a big red screen saying 'Signal frequency out of range'....sigh

    Ah a restart fixed it

  • > I'm a windows user through and through but today the IT guy at work gave me apple! I work at a newspaper creating adverts

    > ool, same job as I do, designing adverts for a newspaper company. They never gave me a Mac though. Maybe they would if I did something wrong though, like a punishment or something.

    Ah awesome! ?

  • These are some games I'm working on (no where close to finished) :

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    <img src="http://img394.imageshack.us/img394/2274/poolgameqf3.png">

    http://www.fileshack.us/get_file.php?id ... l+Game.rar

    Planning this to be a cross between pool and minigolf and top down action games. The pool element is in knocking balls into the holes to lock them in place to create a circuit to power a door...or destroy a bunch of energy blockers by knocking them into the incineration hole...etc. Its kind of like minigolf in that you fire off towards where you click, and theres a destination to reach. Whilst having puzzel elements and all the usual stuff that top down game have... I could even give the ball a weapon it can fire to destroy enemys....or a powerup that makes it destroy anything it touches....depends what I feel like really...

    -------------------------------------------------------

    <img src="http://img530.imageshack.us/img530/5713/fishyhj2.png">

    http://www.fileshack.us/get_file.php?id ... =FISHY.rar

    Really just an experiment with distortion maps, but I was thinking it could be fun to make it a game where you have to eat the smaller fish and avoid the bigger fish...and you become bigger as you progress... but really focus on the effects to make the game try to be as beautiful as aquaria...because I've seen lots of 'eat the smaller animal' games but they are usually pretty amature. I'd probably need to make the fish move faster though

    -------------------------------------------------------

    <img src="http://img394.imageshack.us/img394/2535/stickgraphictn3.png">

    http://www.fileshack.us/get_file.php?id ... stabby.rar

    Nothing more fun that poking something with a stick!

    -------------------------------------------------------

    All artwork is by me