Guif0DA's Forum Posts

  • Can someone just upload the latest build in a mirror please, it took me 18 minutes to download =

    Thanks.I'm from Brazil too but im downloading at a fine speed.. I have 20mb conection, isn't at full speed ( dl at 500kb/s) though.

    but took less than 2min to dl.

  • very nice! reminds the Terraria game =D

  • nice!!

  • ill test for sure when i get home

  • cool im doing a Towerdefense too. :)

  • ya.. chrome runs ar 200fps if nothing is moving.. a way to avoid that is add a counter that add x every tick and keep that on layer

  • The game will be an .EXE file like in Cclassic?

    with the same structure?

    This may be a good solution to prevent code steals, images, etc ;)

  • just use deltatime for that..

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  • This seems awesome, good work lucid!

  • This can actually be achieved with R0J0hound's Canvas plugin, by pasting a Text object onto a Canvas, at which point you can then utilize other effects, opacities, etc.

    If needed, you can also clear the canvas and rewrite text object, should any texts need changing.

    Here's a quick demonstration: DEMO

    Here's the capx:logo-fade-swipe.capxNice demo! ill take a look at the plugin, thanks for the tip ;)

  • Woa, didn't tested but an exe exporter would be very good for C2, still there is priorities in my opinion..

  • the problem is your checkin constantly and its not somethin thats gonna happen constantly. You should only check in instances where it might change and then only once as long as it doesnt change again.any idea about how to do that?

  • If you test "Sprite is overlapping Sprite" with 100 Sprites, Construct 2 must test for a collision between every combination of pairs of Sprites, which is about 100 x 100 = 10,000 collision checks per tick, which at 60 FPS is trying to do 600,000 collision checks per second. That kind of thing doesn't even run well in C++ engines, you're just asking for way too much processing to be done.

    A simple way around it is to maybe only check every 1 second, or come up with a simpler way of trying to do what you're doing.ty for reply.

    I thought this was the problem as i mentioned.. the plugin working good for now but the ideal would be achieve the same performance without plugin

  • What are you trying to achieve? If it's z-ordering based on y position, try this plugin: scirra.com/forum/plugin-isometric-z-ordering-based-on-y_topic46247.htmlfrom few tests i made with this plugin it seems to work very good with a lot of objects.. =D

    bug I had to add a new layer only for the objects I want to change his y according to his Y position..

  • Hey

    I'm doing a condition that check if an object overlaps another and the one with Y higher is set above to the other.

    but right now this condition is consuming a lot of FPS when there's a lot of objects (testing with 100)

    the condition is simple:

    sprite1: is overlaping sprite1

    sprite1:pick nearest to (450, layoutheight)    ------- sprite 1:move to top layer

    note: The ideal way is check only his y position but didn't found a condition like that so I added a random X value in the pick nearest event.

    without the event the game runs with smooth fps(50+fps) with 100 objects, with the event on, it drops to 10fps.

    Any idea how to optimize this event? the problem is probably checking every object overlaping another one..