Prominent's Forum Posts

  • R0J0hound , I found a bug that causes the game to freeze <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    capx: https://1drv.ms/u/s!AhHSZHEulqh_gWHiXC4TP0AV8S7_

    Seems to happen when you use a 'on pre collide' for an object, and set its velocity at the moment when a group of object collide at the same time.

    If you run the capx, it will freeze after a moment when a few boxes collide at exact same time, I think.

  • Untitled

    a hack n slash platformer similar to Ninja Gaiden

    I decided to create a thread for a project I've started on. It is in the early stages of development, but thought I would share more of what I'm doing instead of keeping everything in the dark. Haven't decided on a title, but project is codenamed Ricochet.

    This post will be updated as the game develops so that it better explains what the game is about. At the moment a lot is still being decided. Lately, most of the time has been spent on developing the mechanics. It will be a side-scroller platformer similar to ninja gaiden with hack n slash style gameplay.

    It uses the chipmunk plugin for the physics. A big thanks goes out to R0J0hound, for providing the plugin.

    Visuals are still being decided, and scale of things may be adjusted.

    Here is an animated gif:

    https://twitter.com/HandsofSight/status ... 6552338433

  • I think it would help illustrate the issue if people can have some examples of events that run slow with the current implementation. I've noticed at times where some things might be slow, like with many loops- is this the sort of thing that would be improved? What exactly about the event system is slow if it were compared to what webAssembly would do? Or is it just everything in general?

  • Thanks R0J0, that makes sense. If I can manage to implement that, I suspect I'll be able to improve my collision handling. At the moment I use a lot of little raycasts clockwise and counter-clockwise to imitate a circular collision check, but it isn't accurate enough and also probably overkill.

  • siks, he doesn't want to know whether it exists or not. He wants to get the object type based on the given uid.

  • You can attempt to pick it from the sprites using 'pick by uid', then do an 'else' afterwards in-case it doesn't get picked. That way you either know it is or isn't in the sprite.

    That's the only way I know how to do that sort of test.

    Or you could create an array of uids for sprites whenever a sprite is created, and check the array for if the value exists. That second way might be more flexible?

  • Just set a variable=2, when button pressed. If variable > 0 and is not currently jumping, then do jump and subtract 1 from variable. You'll need a way to check if it is in process of jumping or not- using a variable you set to true or false when you jump/land.

  • okay, I found a way to do it:

    https://1drv.ms/u/s!AhHSZHEulqh_gVD2DkEQ7E1H9Sgn

    This capx will make the projectile hit the target regardless of where it is located, and you can adjust the time it takes and also the height.

  • I'm interested in knowing that too.

    I have done something similar, when the target position is at same elevation: https://1drv.ms/u/s!AhHSZHEulqh_gU9DPED1KiXMfRAw

    But I'm not sure how to solve it when the elevations are different.

    I'll need to figure it out for something I'm working on at some point, but maybe someone else knows how to do it!?

  • Hey,

    I know I may sometimes seem moody or difficult at times, but I want to thank this community for all the support it gives each other. Construct 2 is really great, and I continue to enjoy using it more and more as time goes by. I enjoy it so much that I tend to feel very passionately about it and sometimes that makes me come off as a bit abrasive when trying to explain myself or understand others, or the product itself. I just am interested in seeing things continue to improve, and can't wait for what the future holds. I am constantly learning and improving as I go, and it's exciting knowing that I'm trying to achieve my dreams, and that one day I might.

    I always am reminded how construct 2 suits me perfectly whenever I discuss with others who do more code-based work, and remembering all the difficulties I have had struggling with syntax heavy programming. I love to code, but I love to make games more than that, if you know what I mean.

    Anyways, I hope everyone is doing well, and thanks again to the community and to the developers.

  • So I noticed my draw calls are reading around 21%, even though there isn't much happening in the game and camera staying still.

    I was wondering if maybe the camera movement was effecting it (even though the screen isn't moving), so I removed the scrolltoposition, and the percentage went down about 6-7%..

    I then also checked to see if I could re-enable it but scroll only when necessary( when camera.x is different than scrollx)..

    In this case, the percentage only went down about 3% when screen isn't moving at all and event not firing.

    Is this normal?

    What else should I check in regards to reducing Draw Calls?

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  • A tactic I've been trying lately is making stuff in separate projects with the intent to push them into the main project once it is working how I want it. The advantage with this is that, because it is in another project I can focus on minimizing the implementation of it to a point where it is easy to transfer to another project.

  • nice work mudmask !

  • Hm,

    You could give the spawnpoints an instance variable "distanceToPlayer".

    Then on death, do for each Spawnpoints, set instance variable to distance(player.x,player.y,spawnpoint.x,spawnpoint.y)

    Then do a for each (ordered), set to ascending, with the evaluation set to the instance variable,

    then stop at a random instance before you get to the 4th instance.