gamepopper's Forum Posts

  • Ragevortex That would be awesome! However the line itself is a tiled background, same with the "Eraser" object that gets the trail effect to work, so unless I apply a shader effect to both it'll be difficult.

    eli0s I think the remaining trail issue has to do with the opacity of the eraser value. I've gotten better results setting it to 10 instead of 1.

  • How does this look:

  • Yeah, the example uses a sine wave at 2 second periods, just to show that it works.

    eli0s I can see your point. I think it might work better if there was a trail effect or have more than one line displaying at a time. Just need to experiment with it.

  • That radar line idea sounded quite cool, so I thought I'd implement it and performance is incredible. The vision cone implementation I explained earlier used around 5% of the CPU on my desktop, which isn't much except that the radar method only uses less than 1%!

    See for yourself!

    Athough I'm thinking of if there is any way to improve the visibility of it, I was thinking of making it trail but that would add to drawing. :/

  • For me, it'll depend on my use of time. Saturday especially since I usually travel somewhere, and usually long distances.

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  • So I have a game that uses turrets, and I want to use the line of sight object to detect players, and show the line of sight cone for the player to see. However I also want it to occlude to the walls like below:

    This one was done by blending a light cone graphic with a canvas with rendered "shadows", which is very effective but very costly, especially if you are using multiple turrets.

    Any ideas for a more simpler method? Probably one that actually uses the line of sight behaviour?

  • Optimisation: don't waste your time

    If you saw the project files I'm using, optimization is pretty hard to ignore.

  • This shader is awesome! I've been looking for something like this for months. Is it okay for us to use it in our projects, with credit where it's due?

  • As an example situation:

      Sometimes I use actions on objects that are pinned to other objects, and I've found two working methods:
    • Use a for loop and perform the action on the condition that the pinnedUID property is equal to the pinned object's UID
    • Use the Pick By Comparison to see if pinnedUID property is equal to the pinned object's UID

    I've found the Pick events to be useful for a lot of situations like them, but I'm curious to know if these have much, if not any negative effect on performance.

  • Hey everyone! So I've been working on a game called Secret of Escape, an action stealth game where you only have a short time to make it through each level. You can check out a gameplay trailer I made for it here:

    I've been working on it for a year, but I've been having performance issues lately. I'd like the game to run on laptops as well as gaming desktops, but some of the gameplay levels perform really slow when the game runs fine in menus while using a laptop with a 2GHz CPU.

    So I'm looking for anyone with experience with Construct2 to review my project/code so far, and see where it can be improved. Contact via PM with more info.

  • I've fixed it, according to the github repo for Node-Webkit, there is a certain compatibility issues with WebGL and Node-Webkit. Basically has to do with DirectX 9, those files are dependent for some reason.

    I installed DX9 on my Windows 8.1 machine and now the game runs full speed!

  • I have a strange issue with my laptop. I'm using this basic physics project for my example test: https://dl.dropboxusercontent.com/u/30381754/Physics%20Test.capx

    My desktop PC is a Windows 7 64-bit machine with Intel Core i5 2500K CPU and AMD HD Radeon 7800 Graphics card. The physics example (and a game I'm currently working on) runs fine with no performance drops and in Node-Webkit/Chrome/Firefox uses the WebGL Renderer.

    My laptop is a Windows 8.1 64-bit machine with Intel Core i5-4200U CPU and integrated graphics. The physics example has a slightly choppy framerate and while it uses the WebGL Renderer in Chrome and Firefox, it uses the Canvas2D renderer in Node-Webkit.

    I've tried updating the graphics driver and OpenGL appears to work fine for other applications, could this be an issue with the Node-Webkit libraries?

  • Doubt anyone is reading this but back in December I did a write up which included a way of implementing the Sprite Lamp generated normals into Construct2.

    gamepopper.co.uk/2013/12/23/first-hands-on-preview-spritelamp

  • I have the same problem occurring on both my Windows 7 (64-Bit) Desktop and my Windows 8.1 (64-Bit) Laptop. It effects all three web browsers specified.

    EDIT: It also effects Node-Webkit on my desktop.

  • Just reinstalled Google Chrome and now everything works including the WebGL effects. I think something screwed up my Chrome install.