ryanrybot's Forum Posts

  • Thanks for the encouragement GenkiGenga! I'll try to make something worth playing.

  • On this latest test I could get around 400 sprites on screen at a solid 60fps. 850@ 40fps,1000@ 20fps. Then drops off sharply after that.

  • Would duplicating the layout with the landscape work for you? You could then edit the copy to change things up a bit.

  • Congrats! Klang looks like a blast to play.

  • Families are a great way to organize, unfortunately it's not available in the free version. I only mention it because it looks like you might not have a personal license yet.

  • ...Also that thing looks like a vacuum cleaner.

    Hehe! The render isn't an official concept of the new console, so don't worry about replacing your Roomba just yet.

  • Yep, separate event sheets is the way to go and using groups within those sheets to further organize your events is a life saver.

    I have mine separated by HUD, player movement, special item pick-ups, enemies, weapon toggling, ...some other stuff I can't think of at the moment, then just include those in each layout specific event sheet.

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  • mudmask, there were a couple I believe. Render cells is a good one that was inlcuded late last year. Also, the "recreate initial objects" system action was added, so you can destroy objects outside of your current room and recreate them when you enter the room again. That will limit the collision checks to only a handful of enemies at a time. The problem with that is you need to spawn every enemy, then destroy them all at the start of the layout, which could take some time depending on the amount of enemies per layout.

  • This is of great interest to me, not only as a Nintendo fan but as a developer. If they can unify the architecture for both their handheld and console systems, it would mean less effort for developers to create cross-platform content. Mind you, moving to x86 instead of PowerPC would help with 3rd party ports as well.

    As it looks right now, this may be a 3rd option and not something that will replace either console yet, but if they get their act together it might pave the way when they do move on to the next generation.

  • Hi ryrydawg!

    Yep, the layout is 10,000 x 10,000 px, but only around half of it is currently used for the play area. When I start building out the actual areas I plan on having each one be at least twice that size if I can. It will all depend on how well I can optimize the game with the current test map.

  • Just a small update, I'm updating the UI right now with more stuff, and working on the minimap (which is kicking my butt).

    I hope to have a bigger update, with something to play, soon!

  • I just had a chance to test the example you posted and I am quite impressed so far. Good luck with the progress!

  • Sorry MoscowModder, it was Raw input I was thinking.

    Here's an excerpt from the Manual...

    [quote:24x2lvoa]

    Key mapping

    Different controllers have different button layouts, or the buttons have different names. For example, the Playstation 3 controller uses square, circle, triangle and X buttons, whereas the XBox 360 controller uses A, B, X and Y (note that X appears in a different position in each controller too). For consistency, the Gamepad object refers to the XBox 360 layout only.

    The Gamepad object will also attempt to map other controller's keys to the XBox 360 layout internally, to ensure the same button always triggers the same event. However it is impractical to set this up for every device in existence, so some device buttons may trigger different key events in the Gamepad object. This is partly why it is recommended to focus on XBox 360 controllers. If you are interested in using Gamepad input extensively, be sure to test on as wide a range of devices as you can obtain.

    Raw input can be obtained, circumventing the Gamepad object's built in key mapping, using the Raw expressions.

    ...

    RawAxis(Gamepad, Index)

    Retrieve raw axis input for a specific gamepad and axis index. This returns the value without keymapping, applying the analog deadzone, or multiplying the returned value by 100. Axis values range from -1 to 1.

    RawAxisCount(Gamepad)

    Return the number of axes available in the raw input for a specific gamepad. This returns the value without keymapping.

    RawButton(Gamepad, Index)

    Retrieve raw button input for a specific gamepad and button index. This returns the value without keymapping. Button values range from 0 to 1 (pressure sensitive buttons can return values in between).

    RawButtonCount(Gamepad)

    Return the number of buttons available in the raw input for a specific gamepad. This returns the value without keymapping.

    How to actually set it up to get other gamepads to work is out of my experience, but I hope this might be something beneficial.

  • I never done it but I believe that you can get other gamepads to work if you use the button index in the gamepad object. I think I read about that in one of Ashley's blogs, or the manual... somewhere, I just can't remember where.

  • That does sound really cool R0J0hound!

    Is there any possibility that this could eventually be used instead of something like NW.js?