GameThirsty's Forum Posts

  • Looks like its time to dig into C# code and Unity for mobile export.

  • imaffett

    What kind of APKs are you after? Whole projects built by us, or just sample ones

  • sqiddster

    I have it so my dedicated GPU will run by default. I rarely use my Intel HD 4600 on board graphics.

  • I just tested the Airscape demo 1080p res, with my laptop.

    Specs:

    -Intel i7 4710HQ 2.5Ghz - Turbo 3.5Ghz

    -16gb RAM

    -Maxwell variant of GTX 860M 4gb VRAM

    I did not notice any jank, the game ran a smooth 60fps for me, no frame drops or anything. Not too sure how many tests others have done with Nvidia GPU's, I seen a lot of AMD cards, so I figured I would put mine out there.

    Used version 41.0.2272.76 m of Chrome

  • Problem Description

    Black screen when exporting to HTML using the newest beta.

    Steps to Reproduce Bug

    • Step 1: Export newest beta, with minify scrip selected and with the newest asm.js physics in project properties.
    • Step 2: Black screen

    Observed Result

    Black screen

    Expected Result

    It to export fine, and work.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 8.1 service pack 1

    Construct 2 Version ID

    196.2

  • Slice

    Try using the "child" expression in Q3D Master

  • Sargas

    I used the platform behavior to move the enemy around already. Like I have tried to explain above. It worked to an extent, but it is very buggy.

    I had it evaluate if the player is above or below with comparison, and if it was left or right, using comparisons with x and y values.

    What you have, I know what direction to take, but it just doesn't seem the right way to go about it. I have looked all over these forums and there is no sort of platformer based pathfinding.

  • Lordshiva1948

    Thank you for your input, but I think you miss interpreted what I tried to say, a platformer style game not top down. Here is an illustration of the type of pathfinding I am trying to achieve

    Where the red is the enemy, and green is the player.

    Sure, I could hard code the AI for this specific scenario, but it wont be. As the player can make up the platforms obstacles, walls etc. It is dynamic, not a static level.

  • Something I have been searching the entire internet is how to efficiently do platform path-finding AI.

    I have coded some very messy code comparing the x and y positions of the enemy and the player to find the player using those conditions bundled with the platform behavior, but it just seems very buggy and inefficient, is there possibly a solution to this issue?

    When just doing horizontal pathfinding, that is fine, but when you start adding the y-axis in the mix as well as obstacles and walls things get very complex quickly.

    I am just stumped

    Thank you!

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  • QuaziGNRLnose

    Thanks for the input, I am going to try out a simple chunk loading system like Minecraft, utilizing arrays, and comparing them to the players position.

    Might be a messy way, but could work

  • QuaziGNRLnose

    If the engine only renders what in the frustum, then why does it seem to run so poorly when I create (example 10,000 cube objects, with a diffuse texture in the animation editor), wouldn't it only render whats in view aka frustum?

    Occlusion culling shouldn't matter right? due to the 2d platform nature of my project, as all object faces are to be seen in the screen view.

  • QuaziGNRLnose

    For my game, I was thinking I may have to create some sort of "chunk loading" system for a mass amount of objects present in the world.

    How does Q3D exactly render? Does it just render what is in the viewport or will I have to make a chunk loading system for many objects spread out through the entire world to make sure performance remains in tact

    A better way to explain it possibly, is how can I load many objects without the CPU usage going through the roof?

  • QuaziGNRLnose

    I cant get it to work for some strange reason.

    And okay, I just created a box model and set it to invisible for detection, it seems to be working fine

  • QuaziGNRLnose

    Pretty cool demo!

    I cant seem to get the bullet behavior working with Q3D sprites. Is it even possible to use the bullet behavior on them?

    And also, for me to use the raycast, it seems I have to have a model present on an object in order for that to work. I tried using an object with model set to no, and raycast does not catch it, is this intentional?

  • QuaziGNRLnose

    Ahh so thats where the Q3D sprites come into play for basic effects?

    Have you found a solution to the bug regarding the exporting of Q3D projects?