GeorgeZaharia's Forum Posts

  • youtube.com/watch

    towards the end of video, there is a cpu clutter caused by the objects count, as cpu spikes cause of to many objects (probably more then 1000 you had initially) and makes you lose fps ... you sure the items you are coded to get destroyed are actually getting destroyed? im thinking you are not destroying the items properly. or not all of them.

    Also when i said to many objects continously depending on position or calculations, that also apply to your zombies spawning outside screen trying to get to the car... those add up if you have to many... since they will always try calculate the path to the car... and imagine 100 of them doing that + 1000 objects in screen,... don't know why you have 1000 objects in screen when you could fake that gameplay and quality with 5-10 static objects.

    That gameplay done properly just what i seen in the video, should cost around 5% cpu or less on pc around 10% on mobile... optimization, look for stuff you missed out destroying, maybe the road itself? or zombies/bushes?

  • One reason it might cause your cpu to spike when you destroy items/objects, is cause the coding you have to calculate the position of the 1000 objects are taking in consideration the position of objects at all time... if you change that and only use the position of all objects as being important when they spawn and then never compare their position while the game runs, when gets destroyed they shouldn't use that cpu spike anymore.

    Also it might be based on how many items are you destroying in 1 tick... maybe limit them instead of each 5 seconds, more to when each individual object reaches outside of screen ? and apply the removal for each object and not all objects? just an idea.

    This might be a event coding issue more then cpu dump data speed.

  • Sorry for my bad English..

    So, I'm working in a game like Super Smash Bros, a fighting game, I was trying to make my character attack, but I could not.

    I did

    On 'X' pressed > obj_player - set animation to 'ID_AUTO'

    And then don't play the animation.

    Is there some other easy way to do this?

    That would be the basic form of any animation change.

    This form will never change no matter how you trigger the animation (boolean, keyboard button, touch, etc)see example

    Simple put there is no other way.... its more of checking what other events you have that might break it.

    Also double check the names of the animation and make sure its speed of animation has a greater value then 0.

    Edited: actually there is another way, however that will not be another way of Construct but more of using a 3rd party animation software plugin like brushmonkeys plugin.... i forgot its name. but that is not anymore Construct default.

  • Have you disabled set angle on the behavior properties of the bullet?

    If you didn't then it won't take the new angle.

  • Is there a built-in feature or extension that I can use to let players draw custom sprites/images?

    no, but you can code that using the event system, and some external database where you will stock sprites/images users/players will draw.

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  • like, textobject.text, but like, self, you know? like not all textobjects.text, just self

    might be a troll though, is pretty self explanatory by itself.

  • someone replied to a topic you were subscribed to but maybe it was spam and deleted or the person deleted their own post

    Ah that makes sense wish the notification would been canceled though if the person removes his post or is marked as spam. Now it disappeared after i clicked on the notification from your reply. Thanks.

  • Im getting the red bubble with 1 notification on my profile pic top right... but when i click notifications and i go to see what is new there is nothing new.

    Am i the only one experiencing this? Or is that a notification regarding the blogs i have? Is not the first time this happens, i think is 3rd time or so usually it disappears by itself after 2 3 days.

    See video

    Edited:

    Also the @gamecorpstudio call does not notify me.

  • maybe this has been solved already, but since you wanted to keep it vanilla here is my approach, should apply to your bullet behavior also ... they are working on same principles.

    is going to be a pain in the "bowl" to make that bullet bounce of objects though.

  • I figured it's possible for someone smart enough. Just trying to see if there is a simplified way to recognize characters using the basic construct 3 functionality. Even something as tedious as detecting black pixels vs white pixels in a jpeg and putting the pieces together that way.

    Official default expressions? Not as far as i know... i can almost for sure say there is no official face recognition function in Construct ... however there is a an old C2 face detection plugin you can find here a long side a lot more C2 plugins ... but not sure if any of them will ever be ported to C3 though.

    I hope im wrong though about the recognition part not being supported officially, cause that would be a awesome thing.

  • Try this topic first see if you can find some examples in there for C2 or C3.

    For drawing a square ...

    so for a square to be drawn order is following x1 y1 top left, x2 y2 bottom left, x3 y3 bottom right, x4 y4 top right.

    i don't think it can do circles though, atleast i cant wrap my head around that ... is lacking explanation.

  • Creating a custom plugin might do it all you have to do is register a request for accessing their API here

    However considering the scalability of their pricing... as Construct is a downloaded by over 200,000 active users and maybe more.... or less.. is not feasible.... unless you have 10,000 dollars laying around.

    But instead of using tinypng's sdk or api and trow 10k away for something that already is out there for free, just not in a simple interface ... and if you want not only to save cash but you understand how plugins work in Construct you can trow an eye at pngquant and try port it into a plugin for Construct that would be basically like tinypng ... however i think easier would be to just squash manually the images using tinypng or pngquant.. then just replace the spritesheet Construct exports and replace it in the zip folder, i mean is just 5 minutes of work.

    I find Construct's Brute image compression and Image Repacking very space saving though... Construct already squashes various alien looking things/images/sounds pretty hard.

  • I did that too

    you need to put spacebar is down 1st in your condition order in same event... followed by every 0.2 if you want it to work properly

    and you also need a counter event to stop delayed miss fire.

    They should look something like bellow

    P.S i automatically unfollow the topic i comment to, cause it gets to cluttered in the notification box. use

    @

    to call me if you want my input! Have a great one!

  • miguelromm try this swipe gravity example and see if it works like you wanted. Also read the comments inside the file.

    Open it with by clicking

    the C3-Editor link once you downloaded the file.

    Hope is what you wanted! Have fun!

    P.S sadly there is no backward compatibility from C3 to C2... so you will have to manually recreate it in C2.

  • Hello guys,

    So i have a ball falling with physics and when it reaches the floor it is destroyed

    I want it to fall faster every x seconds using physics, is there a tutorial or can someone help me do this in some way?

    On start of layout physics set gravity to 20 30 40 100 etc... default value is 10.

    Or you can add a variable on the ball with a value of extra 10 and add it to its Y velocity when is falling, by events.