Davioware's Forum Posts

  • only with the http object for now.

  • Actually, this isn't entirely true. Sprites with PS 0.0 effects do take longer to render. I've done some tests and I've found that the engine can render on the order of about 2.5 times more sprites without effects before the framerate drops below the VSYNC rate.

    Hmmm, interesting. I assumed they just used a renderstate so they didn't affect performance. I never noticed a slowdown using many of them, but i'll take note of your test results, thanks Linkman.

  • My latest game (planning on a possible commercial release), is very procedurally enhanced. Can't wait to see what your plugin can do.

  • Things that drop fps in my experience (Cpu items/events):

    1. Very heavy collision checks. (by this I mean hundreds,sometimes even thousands, per frame. Overlapping at offset is one of the heaviest events.)

    2. Intensive loops. (usually when collision checks are involved.)

    3. Thousands of sprites on screen. (construct is extremely fast with this, so don't worry about it unless you have over 1000-2000 objects.)

    Shaders are the main culprit for slowdowns in most cases, but large and complex games without shaders often have to be careful with events. By shaders, I mean fx files that require a pixel shader version-greater-than-0 compatible graphics card. PS 0.0 effects don't slow down games and can be abused.

    Tips:

    -Avoid large sprites as much as possible (i.e., over 512x512)

    -When dealing with massive amounts of objects with complex movement properties, try to incorporate behaviors as much as possible, as they are faster than events.

    I took a look at your cap, and it seems logical. At first I couldn't understand the player object lol, it's so confusing. Only one circle moves, so I thought it was three circle sprites, but then I realized you were precisely rotating a single sprite with three dots. I would say that's a bit confusing, but if it works for you, then go for it. Also you don't need to set the bullet angle to the player angle upon creation because spawn object does that automatically. Also, you should use sub events instead of needlessly repeating conditions like "up arrow is down".

    <img src="http://dl.getdropbox.com/u/1010927/Forumpics/subz.png">

  • Wow, this is awesome. I didn't try the first plugin because I didn't have a wiimote... But looking at this I'm probably gonna have to buy one just for the hell of using it in construct.

  • I have your fx file Madster. I just didn't think it was the same blur quality as blur horizontal and blur vertical. I guess I didn't test it enough. I'll fully experiment with it when I get home.

  • Why don't you just add your platforms to a "platforms" family and check if the character overlaps at offset (0,1)? That's what "is on ground" is essentially.

  • Very, very good. This one was definitely in need. Thanks for making it.

  • Blur Vertical and Blur Horizontal applied twice (means: Blur Vertical + Blur Vertical + Blur Horizontal + Blur Horizontal) gives me pretty much the result I want. So I guess it should be possible to just write one .fx shader that does exactly that - take blur vertical and blur horizontal twice each and give me a global strength that I can set in the effect globally AND still change during the runtime.

    I think Ash mentioned that multi pass effects don't work in construct. You can adjust the strength of a blur with a blurmask shader+opacity for now, but hopefully someone will implement a value control for blur horizontal and blur vertical eventually.

  • I also found this out a couple of days ago, and I really needed it. Ash, will the new version of the plugin work in 98.9? if so could you pm me the plugin? I'd really appreciate it.

  • So is there no way to just check if "Sprite.X + (200*TimeDelta) is collision-free"?

    invert an overlapping at offset.

  • The pixel art is great, and really like the swinging character in the first scene. Pretty good so far.

  • It isn't hitting the boundary of the level. I'm not using the platformer behaviour. So I'd have to create two objects that set PlayerSight.X to "PlayerSight.X - whatever" for the right side and "PlayerSight.X + whatever" for the left side?

    It doesn't matter what it's hitting, you can just use system compare to check if the object passes a certain position and then set it to the maximum point you want it to be at. You probably don't need to make objects for this, and it doesn't matter if your using a behavior or not. A cap would help though, since I don't really know exactly what you want .

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  • use set position and keep setting its postion to the level boundary if goes past it.

  • How'd you get five?

    I wrote 5 because you said you wanted to check if the angle was equal to the other angle within a range of 5 degrees. Maybe you meant a total of 5 degrees (not 5 on each side, like I wrote), so in that case I should have put 2.5. anglediff() just returns a positive value between 0 and 180, which is the difference between two angles, with the 360 crossover accounted for.