DrewMelton's Forum Posts

  • Does this only happen when using the debugger? Remember that the debugger itself uses a ton of cpu unless you click an individual object or go to the profile or watch tabs.

    To properly test cpu usage, use a text object. For more info on this, read this page from the manual and scroll down to where it says "measuring and testing performance" for how to set up your text object to test cpu usage.

    https://www.scirra.com/manual/134/performance-tips

  • Using chipmunk physics will make them bounce of each other

    Hmm, I'll have to check it out. As long as it doesn't make them look silly or end up in a wall, it may work.

  • The pathfinding behavior does make some things really easy, but it has limitations.

    I am making an isometric RPG, and I use the pathfinding object a lot. It's what made the game possible.

    I have a couple issues with it though. It is not very good for "tile" based games like Civilization because, as you said, the characters will never go to the exact spot. So, you will have to scoot them over using another event to get them in the exact center, and that never looks very good. This is why I got rid of tiles completely and just let characters walk wherever they want.

    The second issue is that it does not handle moving objects very well. So, if you have multiple enemies coming at you, they will walk through each other and even stand right on top of each other. I wish I knew how Baldur's Gate or Age of Empires kept units from overlapping.

  • That's exactly what I'm doing, but a shortcut to create a blank event above will be much more time-efficient.

    Yeah, that would be handy. Surely, they could make something like ctrl+B to create a blank event above the currently selected event.

    It would come in handy for times when I don't want to define a new event from the list but rather just copy and paste nearby conditions in there really quick.

  • As a workaround, I got used to pressing B to create a blank subevent then just dragging it to where I want.

  • I had to finally update node webkit from 10.5. When I upgraded to the recent r209 update, I was getting fairly consistent crashing before the game would start. It was annoying because my game takes around 45 seconds to load, and these crashes would occur right before the game started.

    Anyway, I updated to the latest node webkit. I can't say I'm really happy though. I mean, the crashes stopped, but for some reason it seems locked at 59fps instead of 60 and uses slightly more cpu. Oh well, it works well enough I guess.

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  • Lol, when I read "screenshot of a c2 game" and saw the picture, I thought it was yours and said damn I'm going to have to step up my game! Then, I realized what it was. Of course, I'm still going to step it up, heh.

  • I was under the impression that we were supposed to use a separate bounding box (like a simple rectangle sprite) that the character is pinned to. It's supposed to be more consistent since it never changes. You would give the simple sprite the platformer abilities, and the character sprite would be just for looks basically.

  • It would be nice to have for isometric games as well. For example, if you have a treasure chest, you want the entire thing to be a clickable object, so you set the collision points to cover the whole object. However, for pathfinding, you want it so the character can walk behind the chest, so only the bottom of the object needs to be solid. So, you would need another sprite put on top of it for this.

  • I don't have time to read it all right now, but I skimmed through it, and it was really interesting. I'll have to look at it closer when I have more time.

  • I'd say the one on the right looks better.

    Why is the low quality one on the left outlined in pink?

    Of course, to really judge a character's art style, it helps to see the background or environment graphics.

    And it depends on how big the characters will be in-game, what kind of style you are going for, and how well you can animate them.

  • I hope text objects aren't THAT bad... I'm using nearly 10 of them. There are about 5 different colors for the texts as well to make it look nicer. There is a lot of stuff to read in my game, but I guess that's the nature of an RPG.

  • Well, I finally broke down and made a second version of my project that has minimal animation frames. I also deleted some objects that probably won't be in the full game. I got the preview times under 10 seconds.

    The downside is that I can no longer enjoy full animations, so there will still be things I want to use my full project for.

    As my main project goes on, there will be more animations and level graphics. I figure load times will easily get over a minute.

    So, having a second version that can load fast will help for testing or tweaking. On the other hand, it means I have to copy things back and forth, and keep both up to date.

  • Hmm, I fired up the gamepad control capx and set it to chrome. I didn't see any problems. As soon as I hit the "A" button, it registers right away. I tried previewing it maybe 6 times and never needed to reboot chrome. I never closed chrome in between previews (I closed the tab sometimes and didn't close it others).

    I "think" my chrome browser is up to date. It says Version 43.0.2357.124 m

    I am using an Xbox One controller, though it still says xbox 360 controller in the game text.

  • The 64 bit version seems to have higher cpu usage for some reason with my game. I'm on a 64 bit system too. The cpu usage on the win 32bit version averages around 2 for standing around doing nothing, while the 64 bit version hovers around 7.

    It still runs fine either way though. I'm not sure why the 64 bit uses more cpu.

    I tested this with a node-webkit export. (10.5 I think)