konjak's Forum Posts

  • newt, something that would be lovely and I've mentioned before is a collision mask NOT tied to an animation frame, so that making a seperate collision box sprite (which I do right now) isn't necessary.

  • Davioware what is the collision bug XD ?

    I guess he means the pretty serious "when two per-pixel collision object collide, game might crash"-bug. I have it too. I think an update was supposed to fix it, but people still said it happened... ?

  • I think I have standard hardware. Let's just hope the FPS doesn't drop much further than that.

    And whenever I try to replicate my problem in a new cap nothing goes wrong, and I think if I try to simplify my current project to show publically it starts working, but I could try again.

  • I've created a habit of often going and checking how high I can get my FPS if I switch the game to Unlimited mode instead of V-sync, and as of late I am down to around 250 FPS doing that with what I can only call the still-sort-of infancy of my engine and game.

    What kind of FPS do you other people get on your projects once you start to get most of your engine ready? I worry about performance all the time, maybe I shouldn't, but I get more paranoid the more I see it closing in on 60 FPS.

    Does it commonly lie around that point, or am I just really an inefficient programmer? The events running are well over 1000, maybe 1800 but not much more than that. I just want to know what the standards for other people are!

    PS: It doesn't really help my programming that Families just don't work for me. I've gotten into that before but it's hard to explain and seemingly random (relates to families not picking the right private variables, probably only when different sprites in the family have variables of their own, outside the family). Right now I have like one type of sprite that, say, all enemies center on and use variables from.

  • I assume the per-pixel collision bug persists?

  • I don't want to upload my game as I don't want to display it, and whenever I try to scale everything back to just what is used to create the bugs it starts working, so I have no clue...

    To stop the bug from happening at this particular instance in my development I have to remove an enemy using the family, but if I only remove the family from it the crash still happens, oddly. It will only stop when I remove that enemy.

    Adding to that, if I remove that enemy but add the family to other enemies it won't crash, but it sure won't work properly as it once again (this is the usual Family issue I have) it seems to intercept and try to use variables unique to that enemy, not the Family variables. Reordering the variables for that enemy doesn't help.

  • Just now I tried to really just set a variable by doing this:

    "Always --> Set Family variable to random(2)"

    and this actually now crashes my game.

  • This is just a straight up question, because I never seem to be able to hear anyone else echo my problems.

    Whenever I add a family to my project, or try to use one in any way, events regarding it will screw up or just not work. Sometimes it seems like it references variables unique to this one enemy instead of the Family's variable, which isn't named the same or anything, it just picks it, and my latest re-attempt to add something using families just renders the events unexecutable; nothing happens at all.

    It's really starting to frustrate me as I've had to make really awkward code to get past it, and it's starting to clog my sheets up...

    I just want some reassurance this isn't just me, at the very least.

  • Well, is there?

  • Somebody doesn't know their ironic insults!

  • You can never be too paranoid about backing up things. I have Construct's auto-backup, I copy my game folder to a hard drive on my home network, and also copy it to a USB memory I keep in my keychain.

    I also carved out a cave by the beach where I etch into the wall the binary that makes up all the game files.

  • And how exactly does your example help with the bar slowly resizing?

    Just add to your health variable. When you want it to not be greater than 1000 just have an event to say to stop it from being that.

    I'm sure both our techniques are fine, I was kidding, man. I guess I missed that it would gradually change instead of regenerate.

  • Pfft, my way is better, no need for a fixed original width.

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  • Easiest right now is resizing an image based on percent. If you make an image that's 200x32 (200 being width) you can do this, using a variable "HealthVariable" who's max value is 1000:

    Set width to ===> Bar.OriginalWidth*(HealthVariable/1000)

    That will set the width based on what percentage between 0 and 1000 HealthVariable is. To make it regenerate, just add to HealthVariable.

  • Well, first of all, all the events I can see is to roll the mouse wheel up to make the Male folder light up, and that didn't work because your global Keyboard plugin is in the second Layout, not the first. Plus, you have two Keyboards (both global) in the second frame, so you should delete the second one.