Schoening's Forum Posts

  • Thanks blackhornet !

    It worked perfectly.

    (Any explaination as to why this works like it does?)

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  • I am trying to re-create a game in Construct2 that I made some time ago.

    I am spawning a lot of barrels "On start of layout"; and I want to re-position the ones that are overlapping.

    So right now I am doing a while loop that is running until there are X amount of barrels in the game. And inside the while loop I am trying to destroy overlapping barrels. (However the last part is not working)

    Screenshot of the game:

    How come the overlaps are not getting destroyed?

  • Cheers !

    So does this mean I was calling the loop every tick then?

  • I just got back to Construct 2 and I am really confused ...

    I am trying to create some sprites using a for loop but instead the loop fires 5 times and then objects are created every tick. Whats up with that?

  • Yeah, I have been playing with it for a while. Haxe in itself is pretty bare bone though. You're going to need a framework of some sort.

    Besides a rendering engine (like Three.js (I can't do WebGL...)) I would much prefer to code my own engine anyways

  • Gianmichele Haxe looks awesome! I have been thinking about it for a while.. I'm gonna try out the Three.js Haxe port and if that can compile that to more than JS I am totally sold on Haxe myself

  • Jayjay I don't want to play too much devils advocate here. But what were people promised besides the option to export games to mobile aswell.

    I would like to see some more warnings about mobile performance tho, since a lot of people comming to scirra probably don't realize or think about performance differences between devices.

    I don't mind that people voice their opinions. My message is to those agressive, borderline trollish, remarks about the engine with no basis in reality anyways.

    But I actually do have a suggestion for Ashley that might be somewhat reasonable altho probably still way to much work: slowly replacing parts of the engine with asm.js code? I know the physics plugin is using it. But rewriting performance critical parts of the engine in a language like C, C++ or C# and compiling it to asm.js may boost mobile performance "enough" while still avoiding the headache of exports to native platforms.

    That code would still need to be re-written and then need a gazillion tests and bug fixes tho

  • I gotta say that I can totally understand Ashley for not "simply rewriting the entire game engine" and sticking to HTML5 and JS.

    I mean jesus christ people Just re-writing an entire engine in a different language is a MASSIVE piece of work! Even without considering that JavaScript with its prototypical style is quite different from most other programming languages.. Even more importantly having everything work with Chrome / FF / IE is already a struggle; Imagining to have to write the plugins for Windows, IOS, Linux, Android, IPhone, other smartphone OS'es, keeping track of all their quirks + additional differences in between versions and flavours - and doing all that as a 2 man team??? WOW! What a nightmare!

    Mobile performance is a bitch in JS and the best we can do is optimize and reduce draw calls, keep the JS idle and wait for V8 improvements, ECMAScript 10? (LOL) and moores law to take care of the performance gap.

    You can call me a fanboy, I really don't care, because I'm not.. I can see the limitations. But this is a 2 man team building a HTML5 game engine that ports well... to HTML5. And you bitch about that

    It's all good to complain and vent. But when you bitch at a product that does what it was designed to do because it does not do what you want even tho you know what it is designed for.. well... I think it is time to pack your things and fuck off

  • Schoening

    Are you reviving this project ? How is the progress ?

    I am not sure that is necessary Isn't the other plugin good enough?

  • studioamk I never used "offset" before. Thank you. Could you tell me what the differences between overlapping an offset and overlapping an object are? I mean there is only one bounding box right?

  • I have a lot of solid sprites and my bullet is supposed to bounce of them. They are around the bullet too. But sometimes the bullet just jumps through them. I guess that is just too much velocity and the collision check comes in too late? Anyways how would I prevent it? Reduce speed? Thicken the solids?

  • Just the way they decided to write their WebGL versions. In my plugin I just reverse it by multiplying with -1. Q3D will probably do the same at some point.

  • russpuppy

    > little 3D platformer demo

    > demo: http://funandfunnygames.com/demo/3dtestplatform

    >

    hm... this is kinda upside down for me... no?

    Or is it just FireFox?

    Three.js UP is DOWN in Construct2. Just as 0,0 is in the center in Three.js and Construct2 is the top left corner.

  • I've been working on the edittime sub-plugin that will allow you to manipulate objects like regular sprites, apply behaviours etc.

    it looks like this atm:

    any suggestions?

    Looks great!

  • Would be cool if Scirra worked with these 3D guys to get the layout editor with 3D camera controls, so you can actually place things in a 3D environment. Though I don't see that ever happening.

    Yeah I don't see that happening. 2D and 3D is actually very different. They would have to redesign so much. The plugin system is a stroke of genius to keep the engine useful for as long as possible. Similar to how Warcraft 3 stayed alive for so many years. Because of a build in editor.