nimos100's Forum Posts

  • System -> Create object (Mouse.X, Mouse.Y)

  • I see, you need some of the people that knows about mobile exporting to help you, I know nothing about what to expect from them as I don't make anything for those platforms.

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  • It's quite interesting to see people complain about plugs, and say they are migrating to platforms that require coding.

    Im complaining raising awareness of different problems, because I want C2/C3 to be better, and in general I love it, but as with any program you use you notice things that you ought should be fixed or better. So even though people are complaining, its good information for Scirra to get if they react on it.

    But you can't really argue against people looking for other programs, even if that requires them to learn something new. I mean you would do the same with Word, Open office etc. if they didn't work as you wanted them to. So at least for me I fully understand people that want to give some of the others kits a try.

  • Well im not really into Cordova and all those mobile issues. So probably, I cant help you at least. But the performance seems to be 120 FPS no collisions, low memory use. I can see you have paused it, are the numbers you get the same when you run it? Because from what I can see there shouldn't be any problems if this is the performance you get, at least according to the debugger.

  • nimos100

    "- That so many things requires workarounds to function is at least on my very top when it comes to C3, spending close to 70-85% of the time when using C2 creating weird workarounds are really not something that makes C2 shine."

    Exemples? (not asking for a bug report, just what you had to work around so we understand the issue so someone could correct that, as workarounds are the opposite of good design)

    There are so many, so ill just name a few.

    • Video not loading correctly if you set the source during runtime it requires a workaround to make them appear. (Only works sometimes, so have to make another workaround for that again)
    • Images not loading correctly, meaning they overwrite each other. Scirra say its on purpose, but personally I would consider this a bug, as the functionality that you expect doesn't work as intended. Now this gets even better when using animations, as you then have to add animations rather than just frames to avoid them being overwritten. Making the whole load from url completely static, which is a bit weird as you would assume that one of the reasons why you would load something is because you need it to be dynamic and not static.
    • File handling (Nwjs, file chooser) getting required/expected information.
    • Audio can't be loaded in runtime. So a workaround having to use a video object works, however it removes all the benefits of using audio.
    • Pinning several objects to each other causes problems, due to objects pinned are updated to slow. Meaning if you have obj1 and you pin obj2 to that and obj3 to obj2. Obj3 will lag behind looking like there is a performance problem, due to it not updating fast enough, dragging around object already is rather slow so using pin with it makes it really slow. So fixing that, you have to pin everything to 1 object. And in cases where you are making something more dynamic you would have to use a control object to fix it and reduce the slow effect.
    • Path finding....simply to buggy to even start on that, but just needs to be mentioned.
    • Video playtime, is not updated correctly if a video is paused and you tell it to change playtime it will not update until you reactivate it.
    • Video playtime is not correctly paused, if you play a video and then pause it during play, it will pause the video, but if you reactivate it, it will jump forward a bit of time. This is stated in the manual as a problem if I recall, but with the amount of video players and graphic tools I use I doubt that this is something cant be solved. At least the other programs doesn't seem to have a problem with this. Haven't gotten around to making a workaround for this yet. But guess it will be something with trying to subtract the amount it jumps from the playtime, but doubt that it will work.

    Anyway this are just some of them, smaller ones constantly pops up, so its hard to keep track of them all. But a lot of the issues I have added to another post about updates to objects in general, which in a lot of cases are a result of workarounds or general things I have spotted while working with them, trying to do something that C2 can't do, but should be able to in my opinion.

  • Think you need to provide some code or performance data, its really hard for people to debug a feeling that it might be slower

  • Even though 3d integration would be nice, it really have to be well implemented to be of any use I think, so keeping it 2D is probably a good idea.

    In my opinion what C3 would benefit the most from is that the core of the program needs to be designed so when bad designs pop up and users complain about them, they can be fixed without having to make C4 as the solution.

    • More care in adding useful and well designed functionality is needed rather than quantity.
    • The way code is executed needs to be fix. The issue with newly created objects not being possible to pick is a great annoys in general.
    • Far better tools for organisation of projects, some sort of function tracking.
    • General improvement to almost all tools to make them more solid and useful. For instant something simple like a text object, where you can't change the alignment during runtime makes little to no sense when you can do it in the editor. There are so many of these small things that really is needed. And in my opinion they should already be in C2 and not something to hope will be in C3-C6 or something, they are expected functionality of these object I think.
    • That so many things requires workarounds to function is at least on my very top when it comes to C3, spending close to 70-85% of the time when using C2 creating weird workarounds are really not something that makes C2 shine.
  • There is a 3d plugin here:

    However haven't tried it so don't know if it can do what you need, just making you aware that it might be worth checking out when it comes to 3D.

  • If you need X amount of images, you might as well add them before hand rather than using Load from Url as you need to add the frames anyway, so performance wise you wont benefit from using it "Load image from URL" or at least not a lot. If that is was you are trying to achieve by using it.

  • Is it possible that comparing the distance between objects would be faster then comparing collisions/overlapping objects? I guess this would create a purely radial "collision" but if it could increase performance...

    If you do it correct it will increase performance a great deal using distance rather than pure collision. Like if you use a distance check to turn off collision of objects that are more than X distance from what needs to be checked. There have been a lot of discussion about this topic and some say it doesn't work. But personally from my own tests and experience, I would still use "Is overlapping" and distance checks, and as much as possible avoid "On collision" if I want the best performance. But again that's just my experience and not going to get into a discussion regarding this topic again, so its just my advice

  • Its on purpose that it works like that, even though it makes little sense that it does. The only way to work around it is to add the number of frames you need before hand. So if you need a maximum of 50 images to be loaded you have to add 50 empty frames to your sprite.

    When you load the image you have to increase the frame number each time, otherwise it will just overwrite the image regardless of you loading a new image. Also if you need to store images in different sprites (instances) you also have to do this workaround, as the image is loaded for all sprites of that object type, as picking is ignored when using "Load image from url"

    So regardless of what you do, if you are not sure how many images you need you are going to waste memory or limiting you program.

  • It's SYSTEM; compare values, if player.X > enemy.X - enemy - set mirrored

    Where would the "for each" go there and how?

    If you only use a System, then you are not doing any picking of specific enemies, then a For each wont help you.

    Here is some example of how it works. You have a player (Green square) and 3 enemies (Red squares) and an approx. distance of 400 between the player and the last enemy. Each Enemy also have a Variable called "Enemy_Alive" and going to use distance and that variable to change the color of valid enemies.

    So in the first example, not using a For each. I haven't specified which enemies to check the distance against, And even though 2 of them are within range they do not change color.

    Example two is the same as the first, except it uses for each, so it will check distance for each of the enemies. And 2 of them change color.

    In the last one, they are all within distance, but a condition where they also have to be alive is needed, and only the middle one is alive so it changes color.

  • Not 100% sure, but I think you can fix this after you have exported your game, the folder where you exported it contain the images for these things, so you can just overwrite them with new ones. But you better test it since I just remember it being like that

  • Use "for each"

    First you isolate all the enemies you want to do it for, like so:

    All enemies within 200 range of player (If that was your condition)

    For each Enemy

    <Do something>

  • Problem Description

    Letter cut off when using font size 8 in NWJs.

    Some of the W on the left side is missing.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/109 ... r_bug.capx

    Description of Capx

    Nothing, just a textbox with a Capital W

    Steps to Reproduce Bug

    Observed Result

    Expected Result

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Seem to only be for NW.js

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    r203