JoyfulDreamer's Forum Posts

  • Thanks. :) What kind if game is it?

  • Actually this started out as a request, which turned into a bug. LOL. ;) np

  • procrastinator

    Makes sense. I think for non-grid games, it's still more efficient to create all the objects through events, and just let C2 handle it.

    But say we want something to not spawn until the player gets to a certain area. Would the best way to handle this just be make an invisible sprite across the area and trigger the objects once the player overlaps?

    Just use the distance equation in C2, or simple math to determine the players zone area.

  • Oh, forget about the array part, my mistake, but the rest is valid.

  • I'm not even sure zones are necessary. Unless zones are desired, one big array would work just as well. For a massive world, I would simply keep a cache of created objects for each object type (i.e. never destroy objects), then hide/show them on screen screen as they are needed. If more of a single object type needs to be on screen, it's only then you actually create another sprite. Even a zone itself might have more objects than will actually show on screen.

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  • I have a request to perhaps put a "click to play" graphic up or something, because when I visit the comments on my smartphone, it tries to load the game, and everything slows down to a crawl. As well, it's a little annoying to go there to read comments, and have the game loading and playing on me! ;)

  • BluePhaze: There is no timed saved, which is what this request is about. Glad to see it's on the todo list. ;)

  • You can also try this page on the other computers:

    http://www.doesmybrowsersupportwebgl.com/

    If using Chrome, and it's still slow, just type "chrome://flags/" into the Chrome address bar and make sure WebGL is not disabled (just search for "webgl"). If grayed out, then WebGL enabled (odd, I know ;) ). I remember this option being off by default a year or two back, so older versions may not have it on by default.

  • You need to save your project to a single file and post it here, otherwise everyone is just guessing and wasting time. ;)

  • An array can be 1D, 2D or 3D, and can only store a single number or text per entry. Read the manual on arrays first, it explains it pretty well.

  • Ok, this may be a bug actually. Consider this (taken from the 3D game I just posted in the arcade):

    +Tree -> Set TransformedX to Tree.WorldX - CameraX

    This renames ok (if I copy and rename it to the "Grass" sprite object), however ...

    +Tree -> Set TransformedZ to WorldDepth - f.Call("RotateZYForZ", distFromHorizon, Tree.TransformedY, WorldTilt)

    ...does not. It would seem that parameters are ignored. ;) Seems like somewhat inconsistent behavior.

    Edit: Again, before anyone calls me out on this, yes, best practice is to use "Self". I just figure consistent behavior is also good to maintain. ;)

  • You mean when right clicking an action and selecting "replace object"? Didn't work for me.

  • Another note on speed: Every click creates a new explosion of particles, so be careful clicking madly. ;) Also, Chrome seems to run the fastest (obviously). Don't even bother running this in IE (in fact, let's just pretend it doesn't exist in my world space. LOL).

  • Yeah, too many fire particles. ;) Also, I'm using "on touch", and for some reason, ALL trees behind the touch are selected and not the top most one. Didn't realize that at first, but didn't bother to change it.

    The game is only for fun, and to play with 3D concepts, nothing fancy! ;)

    In fact, everyone is free to download and create from it whatever they want (commercial or otherwise - all content is created by me [no copyright issues]). :)

  • Joannesalfa: Don't ask! LOL

    I did the tutorial in a day, and this I started experimenting with since Saturday (on and off). Is it Monday yet? I lost track of time. LOL. ;)

    pixel perfick: Thanks. I had thought I could put 1000s of objects in the world, but for some reason, even when sprites are disabled (when out of view [the frustum]), C2 seems to run slow anyway. Hopefully it's just me, but if not, then it would be nice if C2 didn't run slow when only a few sprites are visible, and 1000s exist. ;) I'd love for a C2 developer to download the project, increase the number of trees and grass generated, turn to look at nothing, then check the speed. :)