TheDev's Forum Posts

  • Alright, I'll give it a shot.

    Thanks for the feedback.

  • Thanks for the reply, Goomba. Most likely I will have to talk to them. :)

    Anybody actually had to deal with ads in their game and could explain how it works?

    Technical knowledge about if it could be possible to display a clickable banner applied as a texture in C2?

  • Hi everyone!

    So, ads. Looks like the best source of revenue for mobile games.

    If I don't want to just put an ad banner on the UI, is it possible to use it in the game, on walls for instance?

    Possible with the way ads work?

    Possible in C2?

    Thanks

  • Oh, but I am using Cocoon... that what you call a wrapper?

    If so then I guess I'm sh*t out of luck having paid for a personal license and not being able to make a simple physics game for a lack of solution to my problem.

    Looks like I was shooting a little too high for C2.

    Thanks for your input anyways.

  • Bump of the last hope!:-P

  • Updated post above.

    Thanks Mipey. Yes actually it seems like when you use a physics object all floor sprites need to have physics too so that means coll checking with them just to know if it's on a floor.

    I made some tests and just having 10-15 floor sprites with physics dramatically reduces performances on slow devices like an ipod2.

    So am I missing something? Does that mean this is the performance limit of javascript?

    The most logic you can run on a slow device is a few lines of code and 5 collision checks?

    I am surprised and dissapointed. :'(

  • I meant "anything" on the same layer, for instance... You know a brutal way to simplify and optimise collision checking on many objects.

    Families! Thanks for the tip, Ashley.

    Do families help the performance of a game for collision checking for instance?

    If I have 50 sprites (5 types of sprites, 10 instances each) to do a coll check with a physics ball(player) if I put them all in the same family, will the engine do just one coll check for all at once?

    Or is it purely to simplify the event sheet?

  • Probably not the first one to request that, but here goes:

    It would be very nice to have a feature for the physics behavior that simply checks if there's ANYTHING underneath the player. So we can know when the object hits the floor. Without having to do collision checks with every instance of a sprite. Check underneath through 10 pixels (user defined)... if you hit anything, it's true, if not, it's false.

    Also, if physics could interact with a simple solid object... I wonder if it would make collision checks a bit faster or help the above at least?

    Thanks

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  • Thanks for your replies guys.

    Rockman: Yes.

    A typical level I'm making has around 200 ground sprites divided into 7 types of sprites. It was my understanding that the game does coll checks only on those on-screen. Am I right? There are never more than 20 of these sprites at once on-screen, and still, I get 1-3fps using Cocoon on a slow 600mhz mobile device.

    It would be very nice to have a feature for the physics behavior that simply checks if there's ANYTHING underneath the player. Without having to do collision checks with every instance of a sprite.

    Also, if physics could interact with a simple solid object.

    TL22:

    I want to make use of physics destruction. Nothing crazy because I want it to run at 30fps on a iPhone2 but still I want it to feel like it's not as rigid as a platformer. Do you think a ball-rolling type of game can properly be emulated using only the platformer behavior?

    If so, what about interactions with physics objects? I don't want to have to apply both the solid and physics behavior to my ground sprites.

    Thanks buddies

  • The slightest hint would be very appreciated.

    Unless I'm trying to do something C2 can't do?

  • Hey there!

    I'm trying to make my physics character able to double-jump but the double-jump should be an attack if an enemy is nearby.

    So I check the distance:

    Distance(char.x,char.y,enemy.x,enemy.y) < 300 = attack

    Distance(char.x,char.y,enemy.x,enemy.y) > 299 = double-jump

    Only I can't figure out how to make sure the player jumped before allowing the attack and how to tell when the player is NOT jumping.

    I tried setting a variable JustJumped to 1 when I jump, but how can I tell the game the physics character is on the ground to set the var back to 0?... without using insane collision checking on all ground sprite in the level.

    Also, If I just walk by an enemy the distance becomes < 300 so my char. attacks instead of jumping.

    Any idea?

    Also, is it a bad idea to use a physics character. Could I emulate a sonic-like ball destroying physics objects on its way with a platform behavior instead?

    Thank you!