Davioware's Forum Posts

  • Epicopter has thousands of lines of actions, too many to count.

  • Very cool Madster, can't wait.

  • Hmm, I use families all the time without problems... The only bug I'm aware of is if you give a family behavior specific instructions, but not all members of the family have that behavior. Then again it shouldn't let you give those actions, but I recall the bug being somewhere along those lines, either with shaders or behaviors. Well, if it's getting too annoying, feel free to pm me the cap and i'll have a look. If you want to keep your game secret, then that's fine with me too. Also, make sure you pick a family member before giving actions to it. That's what I usually do and it works without problems.

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  • I think the collision thing you speak of would require a lot of work. Probably the fastest way to check the collisions would be to render the vector graphic onto a texture then pixel check that. Otherwise I guess they would have to write some sort of equation solving collision engine (unless dx already has some sort of library built in for this, which I'm guessing is more than plausible.).

    Anyways, I'm all for some sort of geometric drawing capability, but I believe it's too much work right now to expect anything useable in the near future. What I would really like to see is polygonal drawing capabilities with the canvas. Speaking of canvas, there's a hell of a lot of bugs with it... Guess I better go report them.

  • Hundreds, thousands, hundreds of thousands, it all depends on the size of the sprite.

    No, I wouldn't go over 2000-3000 regular size sprites onscreen at any given time, (<128x128) if you want to maintain good frame rate on modern non gaming pcs. Even with a 4x4 sprite, fps will slow down displaying over 15000 of them (on my fairly modern pc (8300 GS)), and that's without any events processing on them. Construct cannot handle hundreds of thousands of sprites effectively. However, fps all depends on your game. Start using shaders and you'll see slowdown a lot faster than displaying a lot of sprites.

  • I'm planning on polishing it a lot more, and redoing the levels and boss, since this version was literally shoved out of my pc to meet the deadline. Think of this as a gameplay prototype.

  • I think using the pixel shaders is absolutely fine, it's just that motion blur is really inefficient in Construct right now. If you're using canvas objects and motion blur, it basically renders the whole thing so many times over with all the effects that it'll slow down even very high performance rigs.

    I've got Sein running on lower end machines without motion blur and it works fine - with 2 canvas objects. With motion blur even my high end rig slows down tremendously.

    Also, Motion Blur is buggy anyway at the moment - if you include a layout change into your game, the runtime will crash if moBlur is on.

    Glad to see that you realized motion blur is a piece of buggy system rape.

  • Just use many instances of the same sprite, with a private variable to differentiate part type. It won't slow things down. However, if you want instances of tanks with multiple hitboxes, then it will be more convenient to have many different sprites, so that you can just make the tank a single contained object (since you can only have 1 instance of a sprite per container).

  • I played your game through, and the ending was pretty funny

  • Is the Xaudio2 plugin backward compatible with 98.9? Btw awesome update, I hope that collision bug is slammed.

  • Spectrum Wing

    is a game I cranked out in about 2 days for the minimalist compo over at gamejolt. Kind of like a mix between flywrench, metroid, and.... swiss cheese? I didn't have time to polish it until I was completely satisfied, and the boss was rushed, but I'm pretty pleased with the end result.

    <img src="http://dl.dropbox.com/u/1010927/SWss1.png">

    <img src="http://dl.dropbox.com/u/1010927/SWss2.png">

    Get it here: http://gamejolt.com/freeware/games/adventure/spectrum-wing/1058/

  • It works, but not perfectly. Some things don't save correctly and it can cause problems. It's best to make your own save system for maximum control.

    and I'm pretty sure the variables are saved.

  • you can easily program this with events:

    key left is down> set .x to .x-1*(timedelta*60)

    key right is down> set .x to .x+1*(timedelta*60)

  • The system reqs are way too high for a game like this. Also, you should never use motion blur, it destroys framerate. If anything disable it by default, or people won't be able to play it. The style is pretty good so far however, but make sure motion blur is easily turned off. A platformer shouldn't lag on an 8 series gpu.

  • I've been using it for about 6 months now, and I find it a lot faster than firefox. Now I only use firefox when I need to use a special plugin, or when chrome is not supported.