ome6a1717's Forum Posts

  • If I had a background image and multiple layers on top of with sprites completely covering that image, is there a way I can use a blend mode to create a "window" that basically pokes a hole through all the layers to see the background.

    If I'm not making any sense, imagine seeing a 2d room with a sunset as the backdrop. The additional layers would have the wall, objects, etc. Aside from literally moving objects out of the way, how would one create a window to see the background?

  • I'm beginning to think this is impossible utilizing the gamepad object - there has to be a way to outsmart the plug-in into sending the angle and keeping said angle before hitting the deadzone.

    I've tried creating a global variable and setting so if the gamepad x & y axis are > 25 (deadzone), set global variable to angle(gamepadaxis). Then then another event that states if the x & y axis are < 25, set angle(gamepadaxis) to global variable. But, of course, to no avail.

    Anyone have any out-of-the-box suggestions?

  • I'm using the gamepad axis to aim (based on angle(0, 0, Gamepad.Axis(0, 0), Gamepad.Axis(0, 1)). However, when the stick is returned to the middle, the axis is set to 0 instead of leaving it at the previous axis. Is there a way to stop this from happening?

  • UPDATE: I figured out why my memory was so high. I had player animations that was not cropped - so for every frame there was tons of transparent space. So far I've went from 123mbs to 70.8mbs. That at least answers that question! However, I'm still curious about what is considered high memory for a desktop game, as well as how to tell how much memory is used per layout.

  • Here's a question - what's considered high memory use for a desktop game?

    Also, how do you see how much memory is being used in each layout as opposed to the whole project?

  • retrodude - this is helpful, thanks.

    I feel like I'm already doing this, though. I have 2 tiled backgrounds of 1 solid color each (64x64), with 3-4 sprites that have 5-6 unanimated frames for decoration (max size is 306 x 202). The rest are enemies & small ui.

    My level size is pretty huge - that I won't argue with (20,000 x 20,0000) but originally I was told that it only processes what is currently on screen. Does this then mean it doesn't necessarily matter whats on-screen, because it will affect the game regardless?

  • retrodude

    I think I'm slightly confused - I understand the idea of shrinking the images and increasing the image size via canvas, but I only have 1 level at the moment, and plan on having at least 8 or 9 more. Does this mean for every sprite I add to the game, my memory used will go up? What is exactly increasing this number?

    Also, increases the size of images via the canvas in my opinion never looks very good. I'm trying to keep a sharp look to my game.

  • retrodude - I'm using 123.8 mbs

  • I'm only using Node-Webkit since my game will need to be an executable. WebGL is enabled in the game. I'll double check the drivers, but what about the low-end computer? Why would it be able to run a game like Diablo 3 but not a simple 2d platformer?

  • So I'm trying to make a legit PC game (2d-platformer) at 1920 x 1080. On most decent desktops, it runs ~60fps. When I put it on my alienware laptop, I only get 40fps, but it's a constant 40fps and is incapable of going over this.    

    I do have quite a few objects on the screen at once - probably over 30-40, but part of me thinks that the game is resizing all of the sprites, and that's why the lower resolution laptop can only achieve 40 fps (I'm using Scale - Integer Scale fullscreen). I also had some friends test the game, and most desktop users were fine, whereas other laptop users that can run Diablo 3 and DOTA just fine, can barely play my game due to bad fps.

    Can anyone add some insight before I spend a ton of money on art and marketing on this - is construct 2 not the way to go for a proper 2d game?

  • Hey Vee,

    I ended up just adding a enemydeath sprite that contains enemy deaths and using the "on destroyed" trigger for the enemies which seemed to have worked. Here's hoping it won't shoot me in the foot later!

    Thanks for you guys' help!

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  • vee41 - Hey Vee, the objects aren't destroyed until the end of the animation, so there is a delay on the combo, as well as using a family for this creates a strange result of the comboX variable to increase indefinitely upon killing the first enemy.

  • UPDATE: I've attempted to change the health <_ 0 to "on destroyed" with a specific sprite instead of a family, and it seems to have worked, but I would then have to re-code every enemy's death to destroy the object and create a "death animation" object on the destroyed object (on top of having lines of code for each enemy's score multiplier).

    This kind of feels like a backwards way of doing this...does anyone have any insight on this?

  • ArcadEd - thanks for the link. It's helpful, but unfortunately doesn't solve my problem. Since multiple instances of Health < 0 on the same tick, it's somehow considering all of those as the same instance and increasing the ComboX by only 1 instead of the appropriate amount.

  • I'm designing a score system that has a bonus multiplier if you kill enemies within a certain time period. Here's the code I'm using:

    <img src="https://dl.dropboxusercontent.com/u/28104568/Score.PNG" border="0" />

    The issue I'm having is that sometimes enemies are killed at the same time, but it's only registering as 1 enemy. I can't do "on Enemies Destroyed" because each enemy has it's own death animation.

    Any idea why it's doing this?