ggibson1's Forum Posts

  • Can you create two separate projects? One is the client and the other is the server.

  • The use of the platform behavior was just to add "gravity" to those segments... as it turns out just lerping the segments down on the Y axis every tick accomplishes the same thing and reduces the collision checks to zero.

  • So 9 objects with Platform behavior is considered a lot?

  • I have attached a capx and screenshots showing what I am seeing.

    The red circles called "Segments" have the platform behavior and pin behavior using Rope style.

    The blue squares have Solid behavior.

    There is a total of 60 objects, but I am getting 50K-60K+ collision checks per second.

    Is this normal / reasonable?

    [attachment=2:mkur9rv9][/attachment:mkur9rv9]

    [attachment=1:mkur9rv9][/attachment:mkur9rv9]

    [attachment=0:mkur9rv9][/attachment:mkur9rv9]

  • Behaviors and JavaScript are not the only tools in C2. I did research on game cameras before getting started and experimented with Magic Cam and ended up building a very dynamic and smooth camera system with many high end features....all with Events.

    http://kpulv.com/92/Dev_Log__Some_More_Camera_Stuff/

    http://dev.yuanworks.com/2013/03/09/little-ninja-dev-smart-camera-movement/

    Even though the original poster sounds like he has no problem with logic since he can code many of the posters I see here seem to want to rely too much on the Behaviors and avoid getting a firm grasp on logic (if then else ...loops... async vs sync.. etc).

    I know it would be complex to do so, but C2 would greatly benefit from a way to package up Events and the objects they refer to and export/import them. This would make it more likely that people would be able to benefit from each others work and those that do not understand logic would be able to get their eyes on a lot more complex examples of Events in action... however it can be done... my C2 Data Editor tool does this on a smaller scale where I copy event sheets and objects from a source capx into the users capx with the injection feature and even generate Events on the fly and inject those... Ashley ... using .Net LINQToXML to query through all the files and XDocument to manipulate them made it possible without becoming a nightmare.

  • Your screenshot shows you have 3852 objects. You probably have events running against each of these objects every tick even if they are off screen and have no reason to be updated.

  • jeffige

    I do the same sort of thing in my game... I turn the physics off right after they stop moving.

  • What behaviors are you using on your objects? Are they all necessary? Are they all necessary all the time?

  • Can we ask Ashley some how?

    If Object.PickByUID gets a reference to the instance without iterating them all, then PixelRebirth is right, just keep using onFunctions with the PickByUID action on param0. Otherwise, someone (me I guess) needs to look into building the behavior described in OP. Which will be time consuming.

    Clearly he will say you are wasting time on micro optimization.

    The events are intentionally a subset of a traditional programming language. That is why they advertise "no coding required". For those that want to "do coding" that is what the JavaScript SDK is for.

  • jeffige

    Glad you got it working.

    One thing to keep in mind is that Physics behaviors eat up performance so unless your collectibles actually need physics you shouldn't add the behavior. By default sprites move right through each other... they trigger collision events, but they do not stop or slow each other down at all. So if you are seeing them effect each other it is because of either a behavior or events causing them to actually "touch" each other when they normally do not.

  • Ok then I do not know what could be stopping it. Without Solid or Physics behaviors objects have no "body" to them to do any stopping... it must be something you are doing in an event.

  • Are you using the Solid or Physics behavior on your collectibles? If so remove them / turn them off and see what happens.

  • There is no easy way to replace one object with a new object and have all the events properly change over.

    There is also no way to create the events without the art asset(placeholder or not).

    I have not tried using Spriter yet so I cannot speak to how that effects things.

    I do have thousands of events and do use the "replace object" option from time to time... mostly I do not need to because most of my events are in functions that refer to a Family and Family instance variables / behaviors instead of a specific Sprite or whatever even if the Family has only one Sprite in it... that allows me to separate the logic from the individual object types.

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  • The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later.

    What does this mean?

    I built my game with placeholder art (static single images instead of full animations) until recently when I bought / made all the art and replaced the placeholders with the final art.

    Do you mean something different from that?