Elliott's Forum Posts

  • If you're getting better performance out of Stencyl, you're doing something wrong with C2.

    Share your work, everyone has blind spots.

  • > BlueSkies

    > Yeah it's the same way to access pixels.

    >

    > Logomachine

    > Physics would work in concept, but in practice it would be much too slow. A manual per-pixel motion as you describe would be a bit faster, but you'd need to implement most of it in js to get a useable speed.

    >

    You're right, it's CPU expensive, I tryed and i fall to 20FPS with ~500 sprite sized to 8x8 pixels on ground and wall.

    Do you think get the position of the overlapping blood sprite, write his color to the ground/wall sprite, then destroy his instance would be effective?

    Or does in engine like construct 2, run a plugin is the only way to get this result without killing the framerate?

    This is one of those times where C2 is actually too complicated to solve the problem, there's too much code bloat in using a game engine to do something so low level.

  • I don't have the time or intelligence to accurately convey how hard this would be to create.

    Suffice to say this is probably the most requested feature by new members, and it won't be happening.

  • My knowledge of rendering is near non-existent, but why is FTB consistently slower? Surely in most cases the added benefit of graphic occlusion should be saving draw calls and improving performance?

  • Make an inverted overlapping sub event for your collision.

  • Check for distance from origin (assuming the area is circular)

  • Talking about exporters is a waste of time, C2 exports HTML5, and it does it well - wrappers are the order of the day when it comes to cross platform support, and Scirra doesn't make wrappers, so it's a null point.

    Asking to have more open ended behaviours, or an "unlocked" mode for non-beginners is more reasonable.

  • Could we get an official explanation as to why this is the case? Is it simply an outlier based on scalability? Optimising is already hard enough without being forced to consider methods that seem illogical - it hurts my poor non-programmer brain

  • newt - I think that is what is kindof being hinted at. You can't make one behavior fit every need. There are a few platformer behaviors in unity that, rather than being one behavior they are a multitude of behaviors. You add a single manager behavior that coordinates the sub behaviors. Things like wall run, and jump, can then be added. Duck, slide, roll, jump, climb ladder, drop through, get surface angle, run, and so on are then added to the object. Each has its own parameters and what not.

    This is what's being proposed with modularity - which I'm excited for, but a bit worried that it seems to not be a launch feature of C3.

  • [quote:2yss6zza]If there is a parameter in the plugin/behavior you can change then you should be able to do the same in events.

    This. 100% this.

    The biggest culprit for me was the fade behaviour, which has thankfully been fixed, but the point remains, if there's a number, I want to change it on the fly.

  • The touch function has a similar "defect" where a touch input will persist over layouts for fractions of a second - triggering buttons on different layouts that have the same position.

    It's easily fixed with a fraction of a second wait before calling go to layout or using on touch end.

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  • Trigger once whilst true.

  • The key to successful graphic design is consistency. Games look bad when they're a mismatch of different art styles, and pixel art offers a simple, easy to follow methodology.

  • You can invert the condition for an event by right clicking it and selecting invert.

  • Fantastic work! One suggestion - make the outline weight of your font match that of your graphics.