nimos100's Forum Posts

  • Thanks. In that case, what does cause lag?

    It kind of depend on your game I think. But the most normal reasons I think are the following:

    1. Bad coding

    This is code that is not optimized, for instant doing a lot of checks at points where they are not needed. Not using functions etc.

    2. Effects

    Effects that are applied to objects, If you use to many or use them wrong it can slow down your game a lot.

    3. Objects

    Pretty self explaining, but if you use a lot of objects.

    4. Wrong sizes of objects

    If you just use "random" sizes of object so they are not cropped, it will also reduce the amount of objects you can use.

    5. Collision detection

    Especially if you use a lot, there are some discussions around the forum regarding this. As I believe most people at some point run into this problem.

    Think that's the most normal ones, there are probably some other ones but cant think of them now

  • no, they dont

  • Problem Description

    Im not really sure if its a bug or its just the way it is. However noticed that if you pause the debugger. And minimize and maximize it again, it actually take a step forward even though its paused. (Using Node-web kit for previewing.) And don't think its related to 167.2 either.

    Description of Capx

    Its not CAPX related.

    Steps to Reproduce Bug

      [1] Pause the debugger [2] Minimize the debugger [3] Maximize the debugger

    Observed Result

    This is before minimizing.

    After maximizing again.

    Area marked with blue have changed even though it have been paused.

    Expected Result

    That it was paused.

    Affected Browsers

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

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    167.2

  • [quote:r8x35rxr]One way I handle a situation like that is this:

    Find ("|1|4|5|6|7|9|11|12|", "|"&var&"|")<>-1

    Not really sure how you would use that in a list? Can "find" go through all items in a list?

    [quote:r8x35rxr]I'm not sure we could even make a new operator that could work like that, and I'm not aware of any language or tool out there that does. I think it is best if you just use an OR block.

    Yeah I ended up doing that, but thanks for reply.

    [quote:r8x35rxr]Logical operator OR, by it's definition, returns only 0 or 1 depnding on the expressions to compare.

    Yeah my hope was that it was possible if written in the way I did, that C2 could somehow be made to recognize it in a way so it would just repeat testing the original variable against each value, without having to copy paste it.

  • Really cool concept, can imagine that it can be made quite hard An idea could be a bonus thingy so the player can flash the screen for a sec.

  • The new dungeon generator is done....or at least the basics

    As mentioned in a former post I decided to recreate the dungeon generator based on a node system. And it seems to work quite well. At least its faster than the old one and suits my needs better. However its still pretty early in development, so at the moment it can just generate a dungeon. Next ill need to add the rooms, doors, stairs, encounters and so on. But think the hardest part is done now.

    The generator works pretty much as described in the former post. Only difference is that it runs a clean up after its done creating the dungeon so all weird looking things are fixed.

    Here is a demo for those that are interested. (Might have to click the generate dungeon a couple of times if it doesn't generate one, not really sure why, as it just restart the layout, but might just be might browser, never really had any huge success running the apps through them. or it might just be a bug some where )

    Demo of the dungeon generator version 2 - Alpha: Demo of the dungeon generator version 2

    EDIT:

    Version with size and room support. (The generating problem was a bug. )

    Demo of the dungeon generator version 2.1 - Alpha: Demo of the dungeon generator version 2.1

  • Would it be possible to update these so you could use them the following way.

    Think that would be very useful, for instant to do this in my game I have to make 112 lines of code, compared to just 16 if this was possible.

    Anyway a small thing but one that I think would make sense if were possible

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  • [quote:2ql5qwcg]This is my experience and my methodology so take this with a grain of salt.

    It's better to separate both logic and assets using layout and event sheets.....

    I agree with what you wrote, and my game is already organized in such way, otherwise im pretty sure I would have messed it up by now

    But my game is split into 4 big areas which more or less could be made into separate games.

    1. A strategic map (The screen shot of the map) the player moves around this map and caravans will travel with goods from your city to the other empires cities. This is also where dungeons are created and the global events are visualized like plagues etc. The player can buy land build farms, mines, lumberyards and what else they need. And this is also where the other empires behaviors, political ideas and so on happens. But I could turn this into a game in it self, adding military units and so on. However I have chosen not to do that, at least for now, since it would complicate things to much at the moment.

    2. Dungeon crawler this is when the player enters a dungeon, it is a rogue like style of the game, so the player can move around here and explorer, find treasures, encounter monsters and so on. So this I could as well turn into its own game, but have decided that I would like combats to be a bit more exciting than you find them in these types of game.

    3. Combat screen is where the player goes when they encounter monster, so each of the characters heroes will be individuals with there own stats, skills, equipment, spells etc. And the same with the monsters, if you meet 8 orcs then there will be 8 individual orcs, that can be shamans, warriors, archers etc. And it will play out like a tactical roleplaying game, like you see it in UFO - enemy unknown, so each take turns doing what they want.

    4. City crawler this is when a player enters cities, they actually move around the city and can visit shops. And when in Dragonhelm (The players own city) they can buy shops, like taverns, barracks, Alchemy shops and so on. But also its here where they manage there empire, like wages, how many workers they want working in the different areas, how many councillors they want, guards, military resources, set up trading, handing crimes and reply to local peoples requests and foreign empires that contact the player regarding certain things.

    So each area is quite huge and are connected through varies elements, like quests for instant are picked up in a city or a dungeon. But the player have to travel to them on the strategic map, then enter the dungeon and play out the rogue style crawler and fight in the tactical combat. So each part is somewhat complicated and then they all also have to work together and when its all is put together there are just a lot of event sheets and functions etc.

    But at the moment the strategic map is working and the player can buy land, build structures, find dungeons etc. Also the Dragonhelm city is working so building can be build, the management of the city, such as hiring and setting wages, setup trading are working as well. Again in a basic version so not all things are taken into account as of now. And im currently trying to make the dungeon crawler to work the way I would like it to, but the connection to the dungeon creator is done, it just need a "Go to layout".

  • Saw this documentary the other day and thought others would enjoy It as well. Its about Mojang who are the ones behind Minecraft. Anyway its an interesting documentary for any indie developer or fans of minecraft

  • [quote:3mmbmi49]Create spr_enemy at X: random(LayoutWidth) Y: random(LayoutHeight)

    You kinda answered your own question

    The layout in topleft corner is (0,0) and the bottomright is (LayoutWidth, layoutHeight)

    So every value outside of these are outside the layout.

    (-100, layoutHeight) Would spawn an enemy on a random point on the left side outside the layout.

    (layoutWidth + 100, layoutHeight) Would spawn an enemy on a random point on the Right side outside the layout.

    And the same for top and bottom.

  • This is real promising

    Yeah that's one of many things I keep an eye out for. My hope is to be able to implement a very basic version, where just the most overall feature works and then slowly expand it. Also trying to just implement more general version of things, so for instant when I create the skills, I will just implement one or two and make it so the rest can more or less be copy pasted based on these. But I have never worked on a project this big before, so its a bit shaky

    Also found several things that I would do differently, if I was going to start over. Some of them I try to improve and some I just leave.

    But my main issue is organization which is the number one thing that make it hard to code and even though I have spend a lot of time on it, its still the hardest thing to really get working. Its like something is missing, some way of keeping an overview of everything so you can easily see how things are connected in the game, not really sure how to explain it. But think anyone that have worked on big projects would know what I mean. But hopefully i can figure out a good system to do it. One way is to use lots of event sheets, but there are not really any good ways to search through them if you have a lot, but if you use to few, it quickly gets messy as well.

  • Seems to work quite well, however I kind of feel like something is missing, maybe a purpose of some sort. Like that you had to rescue some lost alien friends or you played a robot that had to fly into burning houses and put out fires before it reaches some people or something.

    But have to be honest its not really my type of game, so might not be the best to give feedback as I get annoyed to fast, when hitting things while trying to beat a score

    But the game worked fine, didn't experience any bugs etc.

  • [quote:x8i2uje6]That's cool, but it wont work for a platformer at all ( cause enemies will fall trough floor)... unless you'd make your own behavior that will move the enemies across without need for collision checks with solids, something like : Check for overlap at offset -> decide on direction -> Check for terrain type ( as check if its straight, or rising etc ) -> Set destination X,Y -> turn this chain off, an set moving on -> Repeat the process on arrival.

    Yeah agree. There are some other problems with this approach as well, if objects doesn't have the same sizes, proportions, then I doubt it will work correctly.

    But it was only created for testing purposes and never meant for being used in a project. So copy/pasting it to a game I doubt would work very well, but if you have a project which seems to suffer due to a lot of collisions checks, there might be a way to improve performance, if you spend some time on it.

  • [quote:1cwts82v]Really nice Demo on the Generator¬!

    Thanks, however im thinking of making a new one as im not really sure that one will fit the game the way I would like it to. and it is really slow

    So im planning on trying to make one based on a "Node" system instead. Which I hope will make it faster and more easy to code and expand over time. However at the moment its only on a thought state, but the basic idea is that there are only so many options for how tiles can be connected. So each tile will have a fixed number of nodes or connections points.

    This would be all the halls tiles, then there would be rooms etc.

    The idea is to choose a random tile as starting point, and from this one connect a new tile for each node.

    So next time it goes around it will go through each of these tiles and see what possibilities it have.

    And when its done hopefully there will be a dungeon with rooms and so on and there will be no need to use path finding to make it, and that way make it generate a lot faster than now. But as mentioned its only an idea at the moment and might run into some problems I didn't expect, that is normally how it turns out

  • [quote:3f6l3apv]Thx for the capx, will check it when update to latest stable when will be released. Although, you do check for distance, right? So if distance is less then X, then you turn collisions off, yeah?

    Yes and its fairly simple to add.

    Here are the code:

    As you can see its pretty straight forward to add.