deadeye's Forum Posts

  • Hey thanks

    Well done, you showed everyone the capabilities of Construct.

    Well... maybe

    I mean, Construct is capable of much more than what I showed. My game was actually very much on the simplistic side of things.

  • Select a frame (or a series of frames) in one angle, and hit "c"

    Then select another angle, click in the frames section, and hit "v"

    I don't know why it's not Ctrl-C and Ctrl-V though :/

  • He meant this:

    <img src="http://i39.tinypic.com/zwj311.png">

    If you define the angles you want in the animator, Construct will use those angles rather than rotating the sprite around

    But yeah, mirror works too if you just want it to go back and forth.

  • These kind of remind me of the fur effect in Shadow of the Colossus

  • ooh community challenges sound cool

    There kind of was one before with that coarse gravity asteroids thing

    But yeah, I think it's a neat idea to offer up a challenge and have everyone take a whack at it.

  • You mean this thing?

    <img src="http://i43.tinypic.com/v3173p.png">

    Are you sure that's what that is? I can't tell, the button is so tiny in the IDE.

    Edit:

    I guess it's that thing's face or something?

    <img src="http://i42.tinypic.com/29y0fmc.png">

    Eh, it should probably be a gear icon anyway

    Edit 2:

    I made a gear button: <img src="http://i41.tinypic.com/1ceo7.png">

    Someone else might be able to come up with a better one though.

  • 27, and going bald.

    Yes! I've been avoiding this thread like the plague because I figured at 25 I'd be an old man.

    Whippersnappers! You're both still wet behind the ears. Here's a penny, go buy yourself some candy.

    I think out of everyone here the only person older than me is Maxum.

  • Awesome. I wish you guys the best of luck

    This sounds great .

    Are you still working on your RPG tutorial?

  • Maybe I'm just thinking it would be harder than it actually would be.

  • In fact, just having the canvas present seems to slow it down.

    That's because DirectX treats the canvas as one huge texture. A 2048x2048 canvas would take up way more vram.

    Use sprites. Actually, for tiles that don't need any animation, use Background Tile objects. BG Tiles are lighter than sprites.

    And if you want to squeeze a little more performance out of it, use only one tile that's solid and make it invisible, and have all of your other BG Tiles just decorative. Stretch and place your invisible BG Tiles where they're needed in the layout. You'll get a little more performance out of doing collision checks against just one or two types of solid tile as opposed to making every decorative tile in your game solid.

    Another optimization tip: Tiles and sprites draw faster when the same ones are all lined up nicely in Z order. According to Ashley, objects get drawn according to their Z order, so if the tiles are all scrambled up the graphics card has to continuously swap out a new texture to render every time it draws an object. If they're all lined up it only needs to swap the texture once, then draws all the objects, then swaps again at the next object and draws all those. Apparently the texture swapping operation is one of the slower things your graphics card does, so making sure (at least most) of your tiles are z-ordered nicely will make things run a little smoother as well.

    Also, you shouldn't have to worry about making sprites "as needed," the island level of This Cursed Rock is 3840x2880 and it's full of static tiles I placed with the layout editor (1225 objects, and I didn't even z-sort them ). So you're really not going to run into any performance issues in that respect, for the most part.

  • Honestly I'm not sure if you can pull off seamless infinite scrolling with your physics game in that manner... there are so many complex things going on at once what with the physics and the motion blur that it seems to me you'd always have at least a little bit of a jolt when resetting it. I'm not saying it's impossible, just that... well I know I wouldn't even try except on something much less complex like linkman's example.

  • Why would you not be able to reuse it? Just recalculate the distance variable to be stored as needed.

    And there is a function object that creates functions you can call on any time, fyi.

  • It's not messy if it's necessary.

  • Here is the events for it:

    > +Player X is great or equal to Spike.Left
      -> spike: Set 'isGoingUp' to 1
    +Value 'steps' Equal to 4
      -> spike: Set 'isGoingUp' to 0
    +Value 'isGoingUp' Equal to 1
      -> spike: Set Y to .Y - (300 * TimeDelta)
      -> spike: Add 1 to 'steps'
    [/code:1qcyywja]
    
    Any help would be appreciated.
    

    Again, you have to define which spike you're talking about in the conditions. This...

    +Player X is great or equal to Spike.Left
    [/code:1qcyywja]
    
    ...does not tell Construct which spike you're talking about.  Since Construct doesn't know which one to do, it's setting all your spikes' 'isGoingUp' to 1.  So by the time you get to the event that moves your spikes, they all move because they all have 1 in that variable.
    
    You need a more descriptive way to define which spike you want to move.
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  • Now onto my second question, is it possible make an action only apply to a specific instance of an object without having to create different copies for each object i have?

    Yes. Define the specific instance in your conditions.

    For instance, if you have five enemies and you only want the one a bullet hits to be killed:

    +bullet collides with enemy
      ->enemy: destroy
    [/code:1glf9nsj]
    
    This will only destroy the enemy that the bullet hits, because you defined the instance in the condition.  On the other hand:
    
    [code:1glf9nsj]
    +bullet collides with bomb
      ->enemy: destroy
    [/code:1glf9nsj]
    
    This will destroy [i]every[/i] enemy since Construct doesn't know which enemy you mean.
    
    You can add as many descriptive conditions to define which instance to pick.  Collisions, variables, expressions:
    
    [code:1glf9nsj]
    +enemy is overlapping trap
    +enemy.Value('armor') is equal to 0
    +enemy is visible
      ->enemy: destroy
    [/code:1glf9nsj]
    
    Out of all the enemies in the game, only the ones that meet [i]all[/i] those criteria will be destroyed.