Davioware's Forum Posts

  • heh, nice one Davo.

  • System compare

    --brick.count=0

    next layout

  • I tested it and it really hurts the fps at the highest setting.

    [quote:3g54tt1t][FIX] Collision bug in runtime

    Anyone care to specify details?

  • If you're dead set on using the particle object, you could also paste the particles into a canvas each frame, update the collision mask, then test for collisions with the canvas.

    Hey Ash, Optimization question......

    You think the overhead of a full screen canvas with a particle object (along with the pasting of particles, and mask updating) be more efficient than collision checks, movement, and general runtime clogging of say, 5000 sprites? I'm thinking micro shump with thousands of bullets, where the sheer number of sprites would clog the runtime.

    Will particle pasting Defeat massive sprite spawning in terms of performance? See who uses less Cpu cycles in the next episode of davioptimization. Cap coming shortly !

  • Thanks for the tips Ash, I know you're into getting the whole CPU/GPU parallelism thing to people, but I frequently work at 320x240 resolutions, which means the CPU is my main bottleneck. I hit the CPU bottleneck hard in my main large scale project (not bit fortress btw), and it's mainly due to a lot of offset collision checking and movement events. I'm all for making every little optimization, and in markys case, using all those collision checks and loops would lay hell to the cpu if many objects (100+) used his custom event code. Maybe i was a bit jumpy on the optimization gun, just trying to point out to a new user that behaviors are faster than using events in large-number-of-instance scenarios.

  • Well, I had 2 controllers connected. The slowdown comes from such a big window with motion blur. You have to have simple effect toggling options, or you're cutting out more than half of your audience.

  • at least make a build without the motion blur, or most people won't even be able to play it.

  • I had 2 360 controllers connected and the game still ran like crap. Seriously, a 720p window with full screen effects and motion blur(and no option to disable it) is ridiculously demanding for any system, and it makes the game totally unplayable. At least make the window smaller and turn off the motion blur. The game seemed pretty cool, but I couldn't even get past the first door due to the unplayable Fps.

  • Actually a custom engine doesn't give you more control at all. Just get acquainted which the all the abilities of the platform and custom movement behaviors, they are a lot faster than events(not saying events are slow either..), and will save you headaches. How much faster are they than using events? quite a bit if you have many objects.

  • Nice engine, but you're wasting a lot of events (wasting CPU power) by making it custom. This could be done much better with the built in platform movement, and it would allow for much more control. I'm also mentioning it would run many times faster than your example.

    Well, I should mention it works in 360�

    Ahh. Quotes like these bring me back to the shitty clickteam days where 360 degree anything was something impressive.. In Construct, Mentioning that something works in 360� is like saying that water is wet.

    Welcome to the forums, and enjoy Constructs power.

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  • Konjak, just set everything you want for the created objects on the action line right after the create/spawn action. Actions directly after a create/spawn action will pick the newly created one, and perform the actions on it.

    eg.

    create bloodpixels at kid.x, kid.y

    .bloodpixels set height to 2

    .bloodpixels set width to .height

    .bloodpixels set value 'speed' to 2

    .bloodpixels set animation frame to 3

    any actions after the spawn/create event will affect the newly created object.

    And what about destroying? I don't get what you mean about that.

  • I never tried it. The idea of paying to play is gay, and the fighting is so repetitive and dull, as with all mmo's (maybe i'm wrong, not a big mmo player). Once one of my friends was playing it, and the boss battle seemed so boring... everyone was just standing there shooting the same attack like 50 billion times. I know there must be a few things which are addicting and fun, but screw WoW . I'd rather make games than play some mindless-leveling up-by-killing-the-same-enemies-over-and-over bullcrap anyday.

  • nice big bolter you got there Mr.

  • Not a bug. You forgot to set the ship's position at the start of layout 1, so it's still offscreen when it goes from 2 to 1, effectively going from 2 to 1 then 1 to 2 in the same frame.

  • It's difficult to tell from your screencap because of jpg compression, but it looks like your tile is 34x36

    Deadeye is gifted with the ability to tell by the pixels.