Mr Wolf's Forum Posts

  • Yeah, that's totally helpful and not a personal attack at all. This is the help forum. If you want to make stupid jokes, do it in the Joke Thread in the Open Topic Forum.

  • I'd run it by "states." Have the cars check things around them and do stuff accordingly. For example, when a car comes to a 4 way intersection, have it choose a random direction. Or you could block out choices where there's a road block set up. This would run a LOT of private variables and global variables. For regular cars you wouldn't need as many variables, but they'd work on the same principles. If you are driving a car, you could use the Car Object which should be more "car-like" but that won't work for AI. For the AI I'd use Custom Movement and work on tell it to detect when there's a turn or a solid in front of it. You could check out Line of Sight too.

    Basically, AI can get complex. I hope this gave you some ideas at least. Maybe someone who knows more will come along and give you an example, but I haven't delved into this sort of thing myself yet so I'm just throwing ideas out there.

  • What kind of decisions do you need the AI to make?

  • Have you done anything else with Construct already? Have you looked at the Ghost Shooter Tutorial? Also, which version of Construct do you have? I need the EXACT number.

  • For some reason, setting particle speed to negative still lets them move outwards just not as fast. (bug?) Is there a way I can make them go backwards to where they spawned? I know I'd have to set angle changes to 0 to get them back to the exact point, but is there any way to reverse their direction? If not, I'll put in a request for negative speed to work this way or something. Thanks for your time.

  • Well, I'm using Blur Horizontal + Blur Vertical + another effect (which doesn't seem to be slow) on particles. When the particles move really fast or happen to overlap other particles with other effects, the blur can slow things down.

    I read this post by Ashley in a topic about Bloom: "It's not quite what you wanted, but you could try playing around with a combination of blur and glow shaders like this .cap. It's not particularly efficient, though - the blur shaders in Construct are a bit slow."

    I was taking this to mean that they could be faster, but from more searching it seems Blur is one of the most intensive shader effects to run and maybe it cannot be written better. Sorry if that is the case. I also noticed that for a full Blur, I have to use Horizontal and Vertical rather than just a single Blur effect. I was thinking this would be slower? I thought with many effects, one effect after another uses the image from the first effect, so it would have more to blur the second time.

    Anyway, since what I'm doing is with moving particles, I'd like to save all the performance I can. If it can't be faster, are there any recommended effects that are similar to blur but quicker?

    Thanks for the help

    Edit: As for the overlapping thing, it was the effects on the other particles that were slowing it down. So yeah, particles with Soften or Blur of anything like that passing by each other are a bad idea (kind of expected). I still have the slowdown with fast moving particles though.

  • Currently, using a Blur Vertical and Blur Horizontal is extremely slow. Is there any way we could get a blur that's fast? I know it's possible, but it's just about someone getting around to it. Blur is very useful, I'd like to be able to use it without a performance tank.

    Also, from what I've heard, a Blur can be done even faster if the object isn't rotating? That effect would be useful too...

  • The only Platformer/RPGs I can think of are Castlevania games...

  • Copying objects from one .cap to another will ruin things. For example, if you copy a sprite (maybe any object or maybe just layout objects) into another .cap and try to select it in the object list, it will freeze. I'd suggest recreating the objects again in the new .cap. You can just copy/paste images from the image editor or whatever, but whole objects from .cap to .cap doesn't work right.

  • 1) Give the player sprite Platform Behavior

    2) Give solid blocks the "Solid" Attribute which can be found in the object's properties

    3) Experiment with the Platform Behavior settings to get the "feel" you want

    4) Slopes are made with Solid objects shaped like slopes (at least with slope collision masks)

    Get started on that and come back when you need more help with it (which you will with slopes).

    I'd also like to know which version of Construct you are using.

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  • Are any of these objects copied from another .cap?

  • Especially RPG's...

    Hahahahaha I'm kidding Platformer/RPG's have been done to death. :I

    I'm not sure I agree with that, but in any case, it wouldn't matter if it is done well enough to shatter the mold.

  • Cool effect, Deadeye! It actually let me open it in 99.82 for some odd reason. The frame rate was always about 30 (even when the effect was not on screen) but that could be because I ran it in the wrong version of Construct. I'll have to get the newest version and try it out again.

  • Note about containers: When you destroy one object in a container, it destroys all objects in the container. They essentially come as packages.

  • You shouldn't have to fake it if it is already a built in feature...