saiyadjin's Forum Posts

  • no problemo

    if you need help you can PM me or just ask anything here on forums

  • yep. if you got personal licence you got it all. export to all

  • g751 / g752 is the best notebook you can get for a fair price. 16+gb ram, intel skylake, 980m/980 (yes desktop version in a laptop), 240ssd + 1 tb normal drive. and you get mobility as a bonus.

    i've got mine g751 and it rocks.

    though i agree with lennaert about having a slower system for testing purposes, i can tell you - unless you go crazy particles or heavy pathfinding with shitload of objects - no worries.

    also if you're going mobile, buy s3/s4, and iphone 4-5 to test. because newer ones will work DOH.

    oh yeah and

    p.s. next week i'm gonna give a template to a PC game (sellable on scirra store) but i'll link the game's play so people can test their PCs / smartphones / whatever on my game. more on that next week.

  • 85% of 14 people that VOTED.

  • heh. depends on your budget and location.

    but usually at computer sales store ? also what do you intend to use for your "game designing"? 3DS? blender? photoshop? are you gonna build 3D games? 2D ? do you use your PC for anything else ? (gaming? net? etc.. music? ) also do you need mobility?

    i'd recommend you get G751/G752 (soon out) laptop - it will hold you safe with performance for next 5years at least, maybe a bit even more. it's price/performance ratio is over the top.

  • no we don't.

  • set N= random(some number, some number)

    repeat N times.

    also if you have that set just in event - it will repeat infinitely. (each tick N times) - you have to add some condition that will evaluate when that happens. you can call a function on that random number generation. example

    set N = random(x,y)

    call function repeat (n)

    on function 'repeat'

    repeat func.param(0) times

    - something to do..

    what i'm tryin' to say is that if you don't have that green arrow -> on your event, and no conditions that will stop that event, it will run each tick. the point of making game is that you reduce as much as you can events without green arrow "->". why? because they run each tick and you don't want that. if you want to reduce their time of execution design your game to worth with triggers (events that HAVE "->" green arrow), or use Functions that are called when something happens (usually on triggers).

    here's a good example:

    let's imagine you have a BALL, a guiLife (some life bar that represents objects health), and object. they have variables damage (ball), and health (guiLife and object).

    bad way to do things:

    • object.health < guiLife.health

    - set guiLife.health = object.Health

    - set guiLife.Width = guiLife.health

    and now if you repeat something like this - your object takes some damage and you do this:

    • on ball collision with object

    - repeat (ball.damage) times

    -object.health = object. health - 1

    that's just horrible and performance crippling way to do things. why? when some ball hits your object it repeats the calculation, so that health from object is reduced by that damage but 1 by 1 damage.

    what's the point? the first part is executing the check if objects health is lower then guiLife variable is. it happens each tick. and then executes the code behind if it is true. and what happens if let's say a ball hits your object? let's say it does 10 damage. the upper code repeats 10 times, and ball collision happens only 1.

    so how can you fix that to be better performing? use a function.

    -on ball collision with object - call bla with parameter ball.damage

    on funcion bla

    - repeat (func.param(0) ) times

    - object.health = object. health - 1

    subevent -object.health < guiLife.health

    - set guiLife.health = object.Health

    - set guiLife.Width = guiLife.health

    so what's the difference? well - this only happens ONCE. no checking for difference each tick, nothing. when your ball hits object it will call function that will do the rest. you can throw a wait in there and other stuff to give it different change time, but still way better then when set on each tick. also - when repeat finishes - with function - it's done. when not done with function it will keep checking.

    shit my posts are too long and unfriendly xD

  • nope. won't happen. you repeat each subevent 0 times - therefore nothing happens.

  • so.. i have a for example a car.

    that car has pathfinding.

    there are other car instances on map. i want every single car to get to the point where it was set to go, but avoiding his own instances (of the same object).

    how do i do that? is it even possible? when i set solids and added solid, they were just standing not moving at all. when i removed they were moving, but overlapping, and i don't want to use custom movement push because it looks wierd.

    any ideas? (p.s. regenerating object obstacle tree isn't a problem)

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  • shinkan - oh yeah, i thought he asked for files, i noticed now what was the question

  • i feel like you're a troll.

    first of all - i don't know how "good" those developers are, but obviously not "the most professional" if they can't make a game that runs on mobile. also the most professionals go for C++. and third of all - CPU bottlenecked? WHAT ARE YOU EVEN TALKING ABOUT?

  • wrong. source size doesn't determine memory usage. at least not in a way i am thinking you think it does

    if you have 1000x1000 img - saved as 32bit png and another saved as 8bit png.

    when they are loaded in memory, both will be 1000x1000x32. so what's the difference? the 8bit png will be far smaller, but colors won't be as good on 32 bit, also transparency data will be lost. but if image is clean with no transparency - 8bit will save you 3/4th. how - first image will be saved as 3.81 mb and second one as 0.95mb. but in memory both will be 3.81mb, and you lose some coloring / transparency with smaller. ofc you could use some optimizing software to make pngs lesser but again.. it comes with a cost

    and size - you can use higher and resize, but i recommend that you put them all in game as you need them like silver said.

  • indeed, i didn't see that each object had pick by unique id.

    thnx

  • that's what i'm thinking, but that would be such a good feature to have :/

    gonna have to wait ashley to respond or someone else with idea... (i know workaround already but i want to get it as clean as it gets )

  • so this is my problem:

    i have an object called Enemy.

    this object is in Family called Enemies (doh).

    Enemy has a container with 2 more objects (for example - Foam and Flag).

    When i calculate health for enemies i use family Enemies so i cover each type of enemy (if there is more of em).

    And everything works as expected, but at one moment i have to remove objects from screen, those that are contained with Enemy because i swap Enemys default animation with something else. Therefore i have to remove other 2 objects from that Enemy with setting them to invisible (if i destroy them whole container goes away).

    And there is my problem - when i set those objects to invisible - if more then one Enemy is on screen, each enemy loses those objects, not just the one i've picked. (Yes i've used Pick instance by eval) - when my ball collides with enemy i call a function which passes Enemies.UID, and in function it does pick where Enemies.UID = function.param (0).

    blah i'm bothering too much, here's an image.

    Ashley - could you explain why this happens too? does it have something to do with families? containers don't go through families? (are not recognized)? i think containers could be expanded to gain a bit more functionality (or i'm doing a bad design)