Metathronos's Forum Posts

  • maybe this will help:

  • I am using a bunch of global objects, when i started the game i am making i could just play it from the beginning and test the layouts in order but as the game started growing, it became a hassle to always have to play the game from the layout where the objects are created in order to be able to play the next layouts. is there a way to test the layout you are currently working on when using global objects which aren't created in that layout? I mean, other way besides having to add events on the event sheet. I guess same goes for parameters and variables that are conditions for stuff in the current layout.

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  • Thanks for your reply.

    Yeah that's definitely the issue. I am not sure if blend modes are dependant of WebGL but that's the first thing that stood out for me besides the terrible framerate: all effects were not showing. I guess i will try with a previous version. Thanks.

  • well, i have been reading a bunch of threads on this subject (preview vs .exe) and it seems like a touchy subject.

    I just want to know why this is an issue if the exe is actually a wrapper and the game is basically running on chrome.

    Is there a way to improve this or is it a known issue with no solution?

  • I already followed some of the optimization suggestions, from moving all sprites that use effects that are similar to the same layer, or just removing them. If i use a browser i get steady 60 fps, i have under 20000 collision checks happening at the same time, not a lot of objects using physics etc, webgl activated, a bunch of stuff, the difference between the performance of the .exe and the web version is massive. playing the .exe is almost like playing in slow motion.

  • yeah the second option sounds like a lot less hassle

  • I just learned about families and how they can be used to simplify event sheets by grouping objects

    I was wondering if it's possible to generate a custom sprite system which draws sprites at random from a family? for example: a sprite particle system to simulate guts flying when enemies are destroyed, with the images taken at random from a bunch of different ones in a same family: skulls, blood splats, chunks, etc?

    or could a sprite particle system generate sprites from different frames in an animation? like one frame is a skull, another one is an arm, another a leg, etc.

    this is because i am trying to make particles seem more organic and seemingly aleatory not only when it comes to direction, size, etc, but also so it's not always the same images being used

  • Alright, thanks for the replies, i'll look into that.

  • oosyrag i was thinking about it, mostly because of this issue and also particles not bouncing

  • i tried it, what that does actually is change the direction in which the particles are emitted. but the sprite used for the particle keeps facing the same direction

  • in the same way that you can mirror a sprite?

  • Used the boolean option, it works like magic. Thank you so much

  • oosyrag

    I set it up and it works great but i need the player to be able to go to a different layout on overlap, but in some cases on key press. kind of like in zelda : adventure of link where you can exit an area by walking all the way to the left or right and at the same time you can enter a house by pressing a button. How could i achieve that? I'm thinking i'd need an instance variable for the door and then use it as a condition to decide whether the player goes to the layout on overlap or on keypress.

  • I just switched my player object to Global and the resulting mess has been hard to clean up. your solution is very elegant compared to the chaos i had , i'll try to set it up using your example

  • faulknermano so... do i create a layout that serves as a container for all objects?

    And then:

    in the case of the global objects, in the rest of the layouts where they are needed i just place them in the needed position through the event sheet?

    in the case of other objects i still need to create them through the event sheet ?

    I am just wondering what is the most efficient way of handling the objects. Is putting them all in the same layout a better practice? for instance, making the player object and the tilesets global so the event sheet from that unused layout can define all the collisions and behaviors between player sprites and tiles so they can then be recycled in every other layout?

    oosyrag i'll give that a shot.