Headbang Games's Forum Posts

  • Hi guys, a quick question, which of the following do you like more?

  • Oh

    Well it was already a tiled water image, I add the noise to add the cool waves effect so it won't look static.

    Maybe I'll just make an animated tile.

    Btw I didn't notice any performance issues with the effect.

    Thanks anyways for trying!

  • Thanks for trying!

    I am not sure what you mean, the effect is already applied on a tile background object, but it doesn't really matter what's on the image since the effect redraws on it.

  • chrisbrobs is it possible to add X,Y offset so I can control it myself?

  • Very cool stuff dude!

  • chrisbrobs

    Sure, take a look at this video

    https://youtu.be/VlMak6mUkwc

    When the screen scrolls, it looks like the effect stays in place, like it's rendered on a 0,0 parallax window on top, instead of moving with the camera.

  • The official audio plugin has a builtin analyzer, you add it to an audio tag, then you can get the rms/peak/frequency of the audio.

    https://www.scirra.com/manual/109/audio

  • Is it possible to sync the effect rendering with a layer parallax position?

    So scrolling won't affect how the effect is rendered.

  • Hi everybody,

    I made a new promo video and opened up a steam greenlight page, If you enjoyed the demo and you want to see more of this game, please help and support us by voting the game up, we would really appreciate it!

    http://steamcommunity.com/sharedfiles/filedetails/?id=613608428

  • Just add another family to check collision with

    on drop family1

    family1 overlaps family2

    family1 - do action

    family2 - do action

  • You might still want to touch an object that you don't won't colliding with other objects, if it was blocked automatically you couldn't do that, there is a condition you can add to your events "object collision enabled".

  • Level 4 is up with some cool new stuff, visit my blog for more info and for the playable demo!

    http://avishaymizrav.com/mizgames/devblog-part-25-bad-pad-demo-level-4-released/

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  • Thanks guys, the project I refereed to is aimed for desktops/laptops running PC, MAC, LINUX using nwJS and possibly xbox/ps4 html versions.

    I remember reading in the manual that events usually does not require much processing and should not affect performance too much, on my debugger I get an average of 4% cpu usage for all the events on 90% of my layouts and on busy layout it can peak up to 7-8%, using an i5 3.40GHz processor.

    I have a total of 1300 events and about 700 of them are the core shared game events.

    But I guess some extra optimization couldn't hurt anyways.

    What is the best practice for this?

    I thought of 2 options:

    1. On start of layout check object count per event, if count = 0 then disable event.

    2. attaching another event sheet for the specific layouts with the extra events. no extra events needed, but running and maintaining another bunch of event sheet per objects.

  • It's because you're checking the var just once when you trigger the whole event, so it continues running regardless of the value of HyperOrbAction, you can break your events into sub-events and check the var status after every wait before continuing to the other actions, or you can add your own timer var (just a number that you add 1 to every second) and then you'll have more control over it, for example, instead of putting wait for 4 seconds, you do this, set var timer to 4 and another action after that system/wait for trigger("timer"), on your counter event when it reaches 0, you signal the wait trigger ("timer"), then if you want to stop counting, just set the timer to 0 or -1.

    Btw, the internal wait action will also continue counting and executing the event if you'll restart the layout, which is also annoying at times, that's why I always do my own timer, or use stuff like on fade ended, on audio ended, on animation ended, etc.

  • Do I need to bother myself with disabling events referring to objects that do not exist on the current layout?

    I have a bunch of collision checks, overlapping, overlapping at offset and for each that set values/object manipulation/code animation that runs per tick / every X sec.

    I don't see much difference when disabling these events, but I have a strong computer and I wonder if on weaker machine it might cause more lagging.