Starman's Forum Posts

  • Ok, after trying it in Java script, it also returns negative values, so there is that.

    Anyways, if you are using module with angles, you can just add 360 to the moduled value if you don't want it to be negative.

  • I though of using the module operator (%) to prevent angles from going onto negative values when using angle(), but it doesn't do it, even though it works like that in any calculator calculator and other programing languages (as far as I know).

    example:

    -90 % 360 should return 270, but in Construct 3 it return -90

  • I am working on a topdown platformer similar to the RPG Mario games!!

    twitter.com/rad_radiish/status/1606816554271784960

  • Thanks guys!!

  • I am trying to spawn sprites in random tilemap positions where there are no tiles. I do know how to set a sprite in empty tiles but it only ever goes to the bottom-right empty tile.

    Does someone knows how to randomize this?

  • Just for the record, it happened in my project too, in version r302 there is a big drop in fps, something that didn't happen before. I tested it on version r293.3 and it ran normal, 60 fps.

    Glad i am not the only one! It turns out this happens because handling tweens is slower on r302 an onwards as Ashley says here: github.com/Scirra/Construct-3-bugs/issues/5916

  • Wait, I'm confused. Can't you do that with a boolean?

    If true: do X, if not true: stop doing Y.

    Am I missing something? I'm guessing I'm missing something.

    Yes but i was talking about the timer behavior where you have to stop each timer from an instance individually

  • It would be useful if you could stop all timers of an instance, just like how you can stop all tweens with the tweening behavior

    Tagged:

  • Really hard to tell from the little information.

    Having lots of objects, especially if they run complex logic, for example collision checks, for each loops etc will be very costly to performance if not optimized thoroughly.

    Are you sure the performance problem is not based on the sheer amount of bullets and events?

    As you say the problem is recent, does the project run better in a old version of c3?

    Secondly could you send a simple project file that has the problem so I can investigate?

    Hello and sorry for responding late. I just made this bullet hell engine on release 293.3 which works the same as the engine i use for my current game but a bit incomplete. I tested in both r293 and r302 and the fps drops never happened in r293 despite using the same project file.

    drive.google.com/file/d/1T7rSCQ6Z-1zXiRebV4q2-ZXJhkNHWcTg/view

    fps on r293.3

    fps on r302

  • Really hard to tell from the little information.

    Having lots of objects, especially if they run complex logic, for example collision checks, for each loops etc will be very costly to performance if not optimized thoroughly.

    Are you sure the performance problem is not based on the sheer amount of bullets and events?

    As you say the problem is recent, does the project run better in a old version of c3?

    Secondly could you send a simple project file that has the problem so I can investigate?

    I am sure its not because of the amount of bullets simply because it worked fine before, even in very old projects. ill be working on a file to send. How can i try an older version of construct 3 btw

  • Ok i hope i can explain this properly so... huge text incoming!

    Recently i encountered a strange bug where after spawning lots of objects for a while the game starts to have increasingly bad fps drops when spawning objects. I noticed this when i was working on my Touhou project style bullet hell game where tons of objects are spawned all the time (specially enemy bullets) and used to work perfectly fine with no fps drops or anything like that. But recently i ran on this issue where after around 40s in my game, the game started to have some bad fps drops when spawning bullets and was running at less than 45 FPS while doing so, which was not good for my game because i set the minimum frame rate at 60 FPS due to bullet patterns breaking at less than 60-55 FPS (like not spawning enough bullets) so it makes the game run very slow. So i began to use the debugger to find anything that could be causing this but found nothing.

    I though that this had something to do with UIDs because after a while the bullets UIDs where becoming large like ranging above 10,000 and maybe the game was having trouble managing stuff or something:

    I filed a bug report but it turned out this was not a bug and UIDs have always worked like these: github.com/Scirra/Construct-3-bugs/issues/5910

    which is pretty funny because I've been using construct 2/3 for like 2+ years and never noticed this :v

    So before filing another bug report i decided to check for other bullet hell projects i made in the past and it happened in them too!! and these projects weren't modified until now so it was very strange. So to check this didn't had anything to do with my code, i opened the GLOKAR game template and made the boss shoot bullets every 0.1 seconds in all of its attacks and sure enough it was starting to drop FPS when spawning bullets.

    So i concluded this happens when spawning frequently any object after a while, but before filing another bug report i wanted to know if any body was a having a similar problem, maybe this is a issue with my pc or my browser and not construct 3. I am not very sure in which release this started to happen but it was probably on r302

    Thank you for reading all of this and i hope anybody can help me!

    Edit: here is a gameplay of my game so you can see FPS drops: youtube.com/watch The drops become noticeable on 0:50 This also happens to me in exported projects btw-

    Tagged:

  • So i am making a bullet hell and i don't really like the randomness factor added to the bullet patterns on the game because of delta time, and i've been wondering if its possible to stop behaviors from using delta time to achieve more precision on the events of the game

  • Try:

    On start of layout:

    -Add local variable (string)

    -Set variable to tilemap.asjson

    Repeat 5 times:

    -Create tilemap

    -Set tilemap from json: variable

    -Set z-elevation to -1 -loopindex

    EDIT:

    Be sure to disable collisions on the tilemap copies.

    Thank you very much!

  • Hello! I achieved a 3d effect with the tile maps with z elevation in this way:

    however I soon realized that when i tried this on other layouts, it doesn't create the ones from the corresponding layouts (example: instead of creating the tile map from layout 3 it creates the one from layer 1)

    layout 1

    layout 2 mixed with the tile map of layout 1 which shouldn't happen

    Does anybody have a solution for this problem?

    Thanks!

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  • I see now, thanks for your response!