Joannak's Forum Posts

  • Hi, I think it would be nice if you could do a small example with just few sprites and release it as Tutorial with pics + capx. This is not something I in person have immediately need, but I'm sure this would be really useful to many C2 users.

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  • Thanks.. Have listened about 20 minutes of it, and it sounds quite interesting stuff.

  • I tested this Capx on R158.2 , with FFox and Chrome and this indeed seem to happen.

  • Rocky: Really nice game.. Darn difficult to get control of the object though. I gave up on level6

  • I'd expect Scirra to allow their store to be used on Sprites too.. there all allready 3rd party ebook, music and soundFX there.

    For the price.. I have no clue.

  • One thing I noticed is the twitching the hero makes after closing to enemy. I think it would be better to stop movement when hero is at the good attack range and tries to hit enemy. Only if enemy moves away or dies should the hero move again.

    PS: I did expand the previous message quite a lot after testing your code, I hope you noticed.

    One issue I think comes with the using Overlapping test alongside System (1.5 sec) delay causes problem. You'll most likely need to rethink that logic.

    I added one instance variable for each hero Cooldown and use it to delay the attacks and it seems to work better. Not perfect in any way, but didn't want to hack too much changes.

    Unfortunately I cant' copy the code as a text nor don't know how to add a direct picure. Scirra should really fix their system in a way that copy/paste works properly. <img src="smileys/smiley21.gif" border="0" align="middle" />

    Ah well. This forum systems needs tune-up anyhow, and I need to start using Dropbox anyhow..

    dropbox.com/s/8kderyrw5npvtz2/Clipboard02.png

  • As a generic response. Good AI is darn difficult to make, even those huge budget AAA games often have quite bad AI characters that quite often do more harm than good. So, any easy/simple answer that would work on all situations ain't likely to be found.

    Addendum: For this particular case.

    I am not 100% sure what kind of game you are making.. so this my advice may indeed be totally useless to you.

    For starters I would consider making the scene grid and turn based, that way it would be easier to be sure that the heros and enemies would not stomp atop of each other and also all players on the field do their movements and attacks in manageable fashion.

    If you want them to have pixel (or sub-pixel) positioning, you'll need to define whom the characters want to attack? Perhaps the weakest enemy, or the closest or spice up with some randomness?. Also you'll must be sure that the characters won't get stuck (if movement fails)...

    Oh. I got the nasty feeling, there should be at least I more tutorial of this AI.

  • Ashley I think it would be beneficial to C2 to have some kind of site to show other applications made with system. The Scirra Arcade is more/or less just to promote games and IMHO C2 can be used to do a lot more.

    For an example I thought about making gui-RPN calculator. It's a good way to snow how much development system can do for you.

    Otoh.. I seriously doubt C2 can beat Rebol on that particular example. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Without capx, it's really hard to help.. Check collisions, game logic etc.

  • Id'say to Scirra ppl that they should not add any 3D thingies, those are just waste of Developer-time.. Since the dev recouses are extremely limited, it's better just concentrate to make everything there is good even more stable and efficient.

    Current behaviouys&objects are good start and I'd like to see some way to have 'approved 3rd party expensions' So that I'd be able to tell that those are really well tested, stable etc etc..

  • Oh. Never had thought that. Ah well, good to know.

  • Also, not all platforms can do steady 60 all the time. So if frame rate halves temporarily (30fps) the bullet movement is 120 pixels per one frame and it's highly unlikely all your intended target objects are that thick.

  • helena Good to hear that the optimizations have indeed helped. I do have couple more points for the future (if you'll need)

    When making collision checks, use square bounding boxes when it's feasible .. I noticed that many Sprites (Paddle and Ice blocks at least, also some other) use polygons.. Those complex polygons can eat (relatively) much CPU power but won't in real world affect the game play much.

    Expecially check, if you could get some speedup by simplifying the collision polygon for the ball, since it's making most of the near.miss collisions during came.

    As a visual note.. At least on previous version the paddle was light pink. It's nice color, but can cause quite a lot a eye stress for people trying to play your game. Especially when the background is light green. Also, please take into account the fact that quite many people are (partially) color-blind and details like that can make game unplayable. Perhaps you could add some extra color/contrast to the paddle so it would be easier to see.

  • Version 0.7.0 Comments. (score -7 <img src="smileys/smiley4.gif" border="0" align="middle" /> )

    Would be nice to have some sound FX when ball hits to blue area (water?) and perhaps a tiny delay before ball is moved back?

  • helena I have no IOS thingies so I can't test on those, but I think I have spotted some issues on the game that might at least partially explain the slowness of the game.

    I don't want to sound too harash, but I try to go directly to the point and explain on simple terms what to change. I do hope that other forum users check my findings.

    Firstly: Avoiding unnecessary collision checks that tax the CPU

    • Block and FuelBlock type sprites have Solid behavior. It causes a lot extra collision checks (about 1/3 of the collisions at the first level according debug console!)
    • Lots of other sprites (including all Fuel-tube parts, black walls and TouchCenter) have collisions enabled without any use.

    Events 24+25 are IMHO a bit funky

    24) Ball is overlapping with Paddle

    -> Ball on collision with Paddle

    25) Ball is not overlapping with LevelPositionSprite

    -> System: Ball.X > Paddle.X + 30

    (also disable collisions of LevelPositionSprite)

    Drawing issues..

    Many large fully transparent sprites are drawn, perhaps better set them Invisible? (LevelPositionSprite, Touchcenter, touchRight, TouchLeft)