Kyatric's Forum Posts

  • I just can't increase the rendering speed if I take out effects it's faster and I stop creating shadow blocks its even faster (60fps+) so the plugin works fine just the rendering... <img src="smileys/smiley19.gif" border="0" align="middle" /> Currently cleaning the plugin up and making an example project then I'll upload so people can test. Will also upload my Line plugin some people might find that useful. It will stay as a plugin for now eventually it will be a behavior so you can have more than one field of view. Hopefully as time goes on myself and possibly other people will have better ideas for optimisation! If you didn't have to render shadows and just used it to test for sight purposes (so none of the pretty stuff) it would run at 60fps easily! So it achieves its purpose I guess.

    Well don't beat yourself up too much anyway.

    On the one hand, I'm still using FF on win XP (on purpose to see "how the app looks at its worst"). I mean, it is known for like having the worst performance of all major browsers for now. Scrolling isn't fluid, the more plugins (and effects) you have on screen, the laggier it gets.

    To me it's ok.

    Also, even if FPS aren't 60, during the test it took up to around rad8 before the character really starts to be laggy and not feel smooth in its moving.

    So even at 40FPS, the board and shadows displays pretty fine.

    For optimisation, let's wait for all the browsers to finaly display about the same performances (FF should do it in about 3 monthes according to their plan).

    So for now, optimisation isn't really an issue. For now just focus on the release and the examples/documentation and you'll have yourself a nice useful plugin sir.

    And one more nice and helpful member to the community.

    As I said previously, keep up the good work <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Oh right, I hadn't noticed the first instance of grid_section had a "destroy outside of layout" behavior.

    sqiddster, simply remove this behavior and the grid generates as intended.

    Thank you for the pointing out Ash !

  • sn't 'decelerate' the same as using a negative value for 'accelerate'?

    Eh, I don't think so. Left is supposed to be the negative value for 'accelerate', while right is the positive, I'm pretty sure.

    I can't really help much with the rest of your capx, which seems quite complicated to me right now, I'll maybe get back to it later and try to wrap my head around it, but I can't for now ^^

    But on this issue about acceleration I'm pretty sure you're being mistaken.

    The way it is coded, acceleration (a certain amount of pixel) is added to the object.

    It's not a matter of right/left, but rather a matter of moving forward (positive value)/backward(negative value) (hence negative should decelerate).

    The direction depends only on the angle the object is facing.

    That's at least how the code of the behavior is supposed to behave from the looks of it.

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  • C2 r58; Windows XP SP3; FireFox 6.0.2; ATI Radeon HD 4870;

    Dual-core E5200 2.5 GhZ; 3,5 Go RAM

    Pretty example : 7 FPS

    Rad1-3 = 64 FPS

    Rad4 = 60 (sometime, herratic, not often) - 64 FPS

    Rad5 = 55 to 64 (more often)

    Rad6 = ~55 FPS

    Rad7 = ~41 FPS

    Rad8 = 31 to 35 FPS

    Rad9 = 26 to 29 FPS

    Rad10 = 21 to 23 FPS

    Rad11 = 18 to 20 FPS

    Rad12 = 13 to 17 FPS

    Nice work so far, keep it up you're doing good !

  • There's a typo in the Y field. You wrote "Mosue" instead of "Mouse".

    Oddly enough, it should have selected "Mosue" and displayed a yellow tooltip indicating that "Mosue" isn't an Object name.

    Are you using R58 (the very last version released during tonight) ?

    If not, it is recommanded that you update to the last version.

    Edit: What onZephyr said is right too. Looks like you don't see the yellow tooltip telling you that Mouse isn't an object name too.

  • I noticed it too.

    It should work though. I reported it as a bug already, we will have to wait for Ashley to confirm or point out the error in the code.

  • C2 r58; Windows XP SP3; FireFox 6.0.2; ATI Radeon HD 4870

    Project was made in R55 and is the example for the PathFinder behavior

    I haven't touched a single line, just opened it and previewed it.

    The modification comes from the drag & drop routine.

    When moving Source or Destination, there's a delay between the moment I release mouse left button and the moment the sprite gets actually repositioned to the center of the current cell.

    In past releases there wasn't a delay, the repositioning occured immediately on left button release.

    Maybe something that might be related to the "redraw flag" too ?

  • Has the Pathfinder behavior been removed in r58? If so, I cannot open my project which included this behavior. I guess I will download the version from the Pathfinder Behavior post...

    Well apparently it hasn't, and I tried opening an old project (made in r55) with the provided pathfinder behavior with C2 and it worked.

    Getting it from the topic should do the trick.

    You could also redownload r58 release, desinstall and reinstall it with the newly downloaded package (maybe the file got corrupted somehow during the download).

    If you experience other missing elements take this path <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Basicly all you enumerated was in the families of CC.

    Except for the multi-type object, as objects of a family share the same variables and ACE, it is tricky to group Sprite and Text for example.

    If you'd called the family's action "set text", sprite objects might raise some kind of error (not being designed to acknowledge said action).

    I don't know about C2 though.

  • C2 r58; Windows XP SP3; FireFox 6.0.2; ATI Radeon HD 4870

    http://dl.dropbox.com/u/36472942/construct/bugs/Spawnbug.capx

    Event 3: Action Create object "ball" on layer, I expect each ball to have a different position, related to the current indexloop (cols).

    When I launch the preview, all balls are created around the position of the first instance of the "ball" object.

    Whether it is on screen, or destroyed at startup (untoggle event 1's action)

    I expected an horizontal alignement, and got a "grape" instead ^^

    I got a bit surprised, is there something I'm missing there in my code or is it a legit bug ?

    EDIT2: http://dl.dropbox.com/u/36472942/construct/bugs/creationpos2.capx

    Getting further in the dev of my app.

    It seems like the horizontal alignement is created as expected, but as soon as created, balls instance gets set to the first instance's position (and around it, according to physic behaviour).

    I don't mess with balls position in the capx, I only create them and from there, they are free to go.

    Sounds like something messing in the physic behavior.

    I took a quick look, but the minified library makes it quite hard to follow along <img src="smileys/smiley4.gif" border="0" align="middle">

    EDIT1: And another example encountered while doing a capx for this topic.

    The first "Grid_section" is spawned at 0,0. This is unexpected.

    The following "Grid_Section" are spawned as expected in the right position though.

  • You have to give tile01 a physic behavior too.

    Set its property immovable to yes (so it won't move), its collision mask to "bounding box" (as it is a rectangle) and the "testbox" collides with it as you intend to.

    You could almost remove the solid behavior to it, but then your players falls through it. Adress the situation as you like.

  • R58, this error seem to be still present.

    http://dl.dropbox.com/u/36472942/construct/bugs/r58-settopos.capx

    Expected behavior: on click of the big sprite, the little sprite should get positionned over it.

    Happening (in FF 6.0.2): on click of the big sprite, nothing.

    Also a little notice, when clicking the text field to set the name/number of the image point to set the position to, the inline help still refers to "hotspot" instead of "origin".

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  • Thank you guys <img src="smileys/smiley1.gif" border="0" align="middle" />

    Yeah, it looks like I'm green now ^^