GameThirsty's Forum Posts

  • QuaziGNRLnose

    Ahhh! There we go, thank you!

    It still seems there is a difference between the actual mouse X position relating to the object created however, Maybe I should just guesstimate a constant number to adjust it?

    EDIT: Nevermind, I seem to of got it, but one more question, how do I apply the collider when creating a new object? It doesn't seem to have any collision detection on

    those blocks

    EDIT 2: I figured out how to get colliders, I just used System -> Create object to create a new instance of the block, it gave me the colliders.

    Can the Particle system in Construct be used with Q3D?

  • QuaziGNRLnose

    I think I almost have it, I can place blocks but they seem to be placed way too high using the formula you gave me. Maybe I missed something, so here is my Capx

    Thank you for the help!

  • QuaziGNRLnose

    I am making a 2.5d game, I would think that the vector math would be minimal since the game is actually functioning in 2d not 3d, I am just using 3d models to give a sense of depth.

    Or can the Q3D sprite object give me a sense of depth if I still want to maintain 2d functionality?

    Here is the closest example I can give you on what I am trying to achieve.

    That is why I was wanting to know how to raycast where my Mouse would be located in 3d space to place blocks. Just the X and Y coordinates would be needed since the z axis is restricted.

  • QuaziGNRLnose

    I'll try to give a better explanation sorry

    Is there a way to get the mouse x and y coordinates inside the 3d space without the raycaster?(I don't mean the viewport x and y of the mouse, but the x and y inside the 3d space) I don't see how raycasting to an invisible object would give me those coordinates, what if the 3d world was large? make a large invisible object? It just doesn't seem the way to go about it.

    Or if there is no object to project to, its empty space I cant use raycast to an object as well

    Or even a way to raycast, and once it hits the z axis, shoot back my x and y coordinates of the mouse

  • QuaziGNRLnose

    I was just about to explain how it wasn't working on export, it looks like you have it already! haha

    I got a question, I am trying to create a cube inside the 3d space where my Mouse.X and Mouse.Y is, I have it where it creates the cube, but it doesn't seem to want to create the object right at my X and Y coordinates, it seems to be offset. I am using the Mouse.AbsoluteX and AbsoluteY.

    Is there a way to raycast or something to allow me to place a block down? The Z axis is limited, as im trying to create a 2.5d platform game.

    I know a raycast shoots out to see if an object is there, but how would I apply placing block to empty space

  • QuaziGNRLnose

    I have a simple project working during preview in Construct but when I go to export it, it will not work. I am not minifying the script or anything just returns a black screen.

    Any idea to why this may be happening?

  • QuaziGNRLnose

    For the Q3D sprite object, is directional lights still required for them to be viewable in the Q3D master?

  • QuaziGNRLnose

    I had lost my download link and password for my q3d I sent a PM to you

  • Hello QuaziGNRLnose

    In your update 2.3 of Q3d. You mentioned you included sprites now. Would this how you would go about making a 2.5d platformer? Or would sticking with the traditional 3d models be better? How would you go about creating a 2.5d platform game? Camera movement is easy as its restricted which I don't think I should have too much trouble on.

    Thank you for your input and making this plugin such a great asset to Construct

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  • GameThirsty

    Can you post a screenshot running that on your Galaxy Tab Pro 8.4? Their CPUs are very similar, it would be interesting to see the CPU utilization.

    Because if a game is sub 60 fps, the CPU is normally averaging much higher loads than your 36%.

    Here's from my LG G-Pad 8.3, with Snapdragon S600, its a 1080p device. FPS fluctuates from 50 to 60, it appears smooth enough even with some skipped frames.

    [attachment=0:1nyayd55][/attachment:1nyayd55]

    Here is the screenshot of the Galaxy Tab Pro 8.4

  • TiAm - the change in quality and resolution helped a little bit, not very much, about 2 fps. The phone is pretty sweet, thank you haha.

    Ashley - I should be getting a constant 60 fps on a high end phone when I first start space blaster, or close to 60 fps right? I just cannot grab 60 fps at all on the test at any given time.

    As you can see here, it drops a lot of frames in my screenshot.

    I tried this same test on my Samsung Galaxy Tab Pro 8.4 with a Snapdragon 800 2.3 Ghz, 2GIG RAM and with the Adreno 330 GPU as well and a resolution with 1600x 2560.... and I can constantly hit 60 fps no problem on the tests, with MINIMAL frame drops.

    Is there some problem with fill rate maybe with higher resoltuon devices? I would hope not, because higher resolution devices are the future. The LG G3, along with the Samsung Note 4 and the Droid Turbo are all sporting Quad HD displays (about 2k display) already, and the trend will continue.

  • Umm...yeah, something is certainly wrong.

    FYI, the text object is pretty demanding (I know that sounds bizarre, but it's true). If you are updating it every tick, use a spritefont instead. From the man himself (search for 'text'):

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

    What about trying a real game with an exporter? Have you tried a test export of space blaster? Throw an fps/cpu meter on it (remember, use a spritefont) and export it. You could also print out the renderer; if it says canvas2D, then something is amiss.

    For comparison, I have a much lower-end device -- LG Ultimate 2, Snap 205 1.2ghz, Adreno 305 -- and get very playable framerates in space blaster, even at it's most intense. My current project is using a couple webGL shaders and up to 50 onscreen objects, and hits 60fps consistently.

    Also, I'm not seeing a great deal of difference between CocoonJS and crosswalk, but that may just be my projects.

    Chrome could be causing a problem too...I haven't tested Chrome mobile extensively, but on desktop v38 had poor rendering performance that led to unstable framerates and 'janking'. This may have affected mobile as well.

    Just tried the space blaster, and I was getting 50 fps on intense gameplay, thats so weird. As simple as one text object changing every tick getting the same frame rate?

  • Hello everyone, I noticed recently Construct 2 has horrid performance on mobile devices. Any simple game I have thrown at my new device seems to do poorly in fps tests.

    So I decided to run a simple, blank project, with just text object, and a "every tick" condition to set the text object to 'fps' and to my disappointment, it averages 50 fps even at the most bare bone project you can physically achieve. There is definitely something wrong, I am using the chrome browser at the newest revision.

    My mobile device is the LG G3, with a Snapdragon 801 clocked at 2.5 Ghz with 3Gigs of RAM and the Adreno 330 GPU, there has to be an issue occurring. either at Construct, or Chromium. Anyone notice a dip in performance lately?

  • Anyone know of a solution for realistic rocket physics using gravity, and thrust?

    Cannot find any examples on the forums

  • Basically, tilting rotates the rocket, and the rocket will go into the direction it is rotated, which I am still having a hard time doing, I am getting somewhere with the physics though with the thrusting physics, I cannot find an example on this forum that covers this, would be useful though!