Kadoba's Forum Posts

  • Sorry, but I find Game Maker's framework infinitely times easier to work with than Construct's. And while GML doesn't even have a fraction of python's power, it feels very integrated to Game Maker where python currently feels attached to Construct with scotch tape.

    Also, I disagree that GML is completely inferior Construct's event sheets. While it may be easier to figure out how to do something with event sheets the first time, if you understand GML's syntax and functions then it's much faster to code something with GML than use event sheets.

    Game Maker will never touch Construct's performance and extensibility though.

  • Select the enemy sprite object and go into the properties on the left side of the screen and click "Size - Make 1:1"

  • Hello. I'm trying to wrap my head around Construct's picking system. I have to wrestle with it a lot, especially when working with pairs of objects or testing objects against the same types of objects.

    I'm using a single object type for the bounding boxes(BB) of all my game entities. Some bounding boxes are from static, immovable game objects and the rest will collide and push off of each other. These properties are stored in private variables.

    So there are two possibilities in a collision:

    • If a moveable BB collides with a static BB, then the moveable one will push itself out.
    • If a moveable BB collides with another moveable BB, then they will both push each other a little bit every tick.

    Here's how I first imagined I would structure my events:

    For every paired entity, pick its BB.

    If it collides with another BB.

    If second BB is moveable

    > Have both BB's push each other in opposite directions.

    If second BB is static

    > Have the moveable BB completely push itself out of the static BB

    My first confusion with this is in the first condition statement. If I pick only the BBs that are paired with an entity , then how does it know to test them against other BBs on the layout (since the only BB that should be picked at this moment is the one that is paired with the entity)? This actually does what I want despite not knowing why.

    The second confusion comes at either of the sub events when you have to test the colliding objects against each other. Since they are the same object type, how do you tell them apart?

    I'm guessing there's a construct-like way to solve this that I'm just not getting.

    Also, is there anyway to store a hard reference to instances? I realize I end up doing a lot of needless searches.

    Edit: And one more thing: How do you access behavior actions from python?

  • That's perfect R0j0! Thanks for your help!

  • That did the trick. Thanks a bunch!

  • Is there anyway to manipulate the draw order of sprites on a per instance basis? I'm messing around with a 45 degree top-down perspective and I pretty much just want object.Z = object.Y. As in, the closer it is to the bottom of the screen the lower the draw priority.

    object.ZElevation = object.Y with 3d layering enabled on the layer actually does what I want but the sprite automatically zooms as Y increases.

  • I never noticed this. The mouse response is super smooth for me.

    I think it's dependent on your graphics hardware. I have an nvidia 7800 if that information helps at all.

    I would love a solution for this, but if such a fix gets implemented it would probably have to wait for construct 2.

    That's really unfortunate.

  • Hello. I've mainly use gamemaker in the past for my projects but I've been trying to switch to construct periodically. There are a couple of reasons I haven't made a complete switch but the biggest one is that there is a slight delay in mouse lag. I know it sounds super picky but anytime I try and implement a custom mouse cursor the visual feedback makes me feel like my mouse is being drug through mud. It's a really big deterrent for me.

    There is a lot of discussion in this thread. But it's about a year old now.

    DirectX + triple buffering + v-sync seems to be the culprit. It also seems to have varying effects on different hardware. I know a lot of games implement a hardware cursor to get around this and in the thread I linked Ashley mentioned creating a new add-on. But, again, that was a year ago. I check in every now and then and try out the updated construct builds but the problem still persists and there doesn't seem to be much commotion within the community about it.

    So does anyone know of an add-on or work around for this? At the very least I'd like to stir up interest in it or see if any more information has been garnered over the last year.

  • I don't know if this is an issue with the v-sync. If it is just a visual thing wouldn't other input lag just as much as the mouse? The mouse location lags very noticeably even with the windows cursor turned off.

  • I was having the same problems. I just made an event sheet to manage the animations. Doing that gives you a lot more control over them anyhow.

  • Ok, that's reassuring. Game Maker is my usual weapon of choice and I'm use to having to constantly think about performance and that usually means using as little objects as possible.

    Thanks for your help, deadeye.

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  • Hey, I'm pretty new with construct and I'm kind of struggling to figure out a good way to do tilesets. As far as I can tell there's no built-in support for tilesets except for grid snapping. Right now I just have a 32x32 sprite object that has lots of tiles as different frames. I just set the animation speed to 0 and then change the sprite frame to whatever tile I need. But this still seems really cumbersome compared to a built-in tileset editor. Also I'm concerned having all the tiles as objects would incur an unnecessary performance hit since I only need the image of the tiles. I was planning to do the collision stuff on a different layer.

    So I'm mainly asking for advice. What would be some alternatives to the way I'm doing it? Even better if a plug-in exists for it. I tried searching some other topics for tilesets but most of them were very vague and/or very old.

    Also - not to complain, but from a fresh point of view on the project I was surprised at there being no official tileset plug-in this close to a 1.0 release. Or maybe I'm overlooking something. Either way, I'm still very impressed with construct so far. Keep up the good work and thanks for your efforts Devs!

  • I'm a beginner with construct but I don't think it has much to do with construct itself - it's the way you're implementing your particle effect. The thing is you're going to have to keep all of those frame images inside your video memory in order for them to be played on demand.

    All I can think of is to reduce the size of the image directly like you mentioned, reduce the amount of frames being used, or render your particle effects inside construct. Can't you resize them inside of an image editing program? Even construct's built-in one would work.

    Also, I'm pretty sure the amount of colors in the image is really only important in png compression. When the image is inside video memory it's in raw bitmat format. Someone correct me if I'm wrong.

    Edit: Nevermind. I'm too slow. lol

  • Actually I figured out what it was. My hotspot was way off center and that was causing it to do weird stuff. Thanks for trying to help though.

  • Hey, just wanted to pop in and say thanks for the great plug-in!