tulamide's Forum Posts

  • rojohound

    I hate being a devil's advocate, but I still have that memory issue when trying the updated example from keepee at dl.dropboxusercontent.com/u/53374990/Misc%20C2/Light%2BShadow/02/index.html

  • Good to see you're solved your problem by yourself. But, as I made such an effort to draw such a nice graphic, I will post a more general info that also takes into account the diameter of the ring.

    <img src="https://dl.dropboxusercontent.com/u/11182740/construct/donut.png" border="0" />

    c = center

    a = angle

    r = radius to outer boundary

    r' = radius to inner boundary

    p = new point within destination zone

    d = distance from r' to p

    a = random(360�)

    d = random(r - r')

    p.x = c.x + cos(a) * (r' + d)

    p.y = c.y + sin(a) * (r' + d)

  • Wow, that was quick, rojohound

    Thank you.

  • I never got used to ALT & F4 <img src="smileys/smiley36.gif" border="0" align="middle" /> (before changing to windows years ago I worked for and with Apple's Macs)

    Regarding older graphics cards/integrated chips: I wouldn't reduce the game's eye candy just to let a few more people play it. Instead raise the number of effects to get even more "wow" feelings. Then your self-confident answer should be: "You want to play a modern game? Get a modern graphics card." <img src="smileys/smiley4.gif" border="0" align="middle" />

  • keepee I can reproduce it every time I start the demo. It isn't even needed to do anything. Just running the demo. Within less than 20 seconds I can see FF's RAM load raising from 300 MB to over 1 GB (at that point I stopped the tests), and most of the acquired RAM isn't released after closing the page. A FF restart is needed. Now that you described, how you did it, I wonder if it is the canvas plugin having issues? Maybe I should alert rojohound just to make sure.

    EDIT: I just tested it with Chrome 29 with the same issue. So, if I'm not the only one working with WinXP 32bit and one of these two browsers, there has to be others experiencing the same. It's just that you are not aware of it when running the demo for just a minute or so (assumed, most people will have more than 2 GB RAM)

  • What do you think would happen?hmm...

    <font size="1">sorry, couldn't resist :)</font>

  • Would you mind in posting your machine?s specs for the record?Not at all. Here you are:

    WinXP 32bit

    2 GB DDR3 1333 RAM

    AMD Athlon II X2 250 3.1 GHz

    -CC only supports one core. The core load was between 60-95%, with high values just being peaks (loading graphics, sounds, etc.). Measured using task manager.

    GTX 460 Hawk

    -Load was between 30-50%. Here's the most headroom to offer additional gfx. Measured using MSI Afterburner.

    p.s. I didn't find the key to exit the game, forcing me to use the task manager <img src="smileys/smiley9.gif" border="0" align="middle" />

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  • Hey colonel Justice,

    I tried the demo and I'm impressed. Awesome work so far. Beautiful gui. I like the atmosphere, ambience sounds/music fit very well. It almost reminded me on the first Diablo (remember the butcher? xD)!

    Interesting also, how you shaped things on the technical side. Light and shadow effects are very good (faking realtime shadows on the mobs was a smart and effective decision), the bullet time effect (zoom blur and desaturation did I recognize) blends seemlessly.

    Performance wise it's all good. Everything ran fine and smooth all the time, and there's enough headroom. And I definitely have a mid-class pc tending to the low side ;)

    You're certainly also interested in issues. Here they are:

    The controls don't feel quite right. I always tried to hit the 'w'-key to move forward (analogous the other keys), meaning to move the char to the direction it is facing. That led to quite a few bad situations (e.g. when trying to step back while shooting to avoid being hit by an opponent, I often instead ran right into the opponents^^)

    When dying or hitting 'esc' the level restarts to a black screen. The level is active, you just don't see anything. Only every second time the scene is displayed.

    The mobs quite often hang at edges, nice exploit for the player, but certainly not wanted.

    I had a hard time recognizing room walls or doors. This could be made a bit more obvious.

    Nice job! I'm eager to seeing how it develops.

  • Impressive. Especially if it is done via events.

    There's just one issue you could have an eye on:

    After about 3 minutes of dragging things around, Firefox was bloated to almost 3 GB RAM usage. All additional lighting and shadowing was gone, just the pure objects remained, and neither the canvas nor Firefox reacted anymore.

    Maybe that memory leak only occurs in my combination (FF 23.0.1, WinXP 32bit), but it's worth investigating.

  • Take pics :)Or better yet: Make videos! Carefully cutted and reworked they might also be good business ad footage.

    Who knows, this might be the beginning of something the next generation will know as the Scirra Expo <img src="smileys/smiley4.gif" border="0" align="middle" /> (I just have that image of Ashleys Year 2033 Keynote in mind ...)

    Have fun, all who can participate!

  • Well, I've always heard that Fullscreen is buggy. Your best bet might be to stay windowed and see if that avoids the issue <img src="smileys/smiley6.gif" border="0" align="middle" />Luckily, not everything we hear is true. That's why it's called rumors <img src="smileys/smiley2.gif" border="0" align="middle" />

    For example, in this case the fullscreen option is not the cause. The problem is that motion blur is activated, which is very CPU/GPU intensive, and its implementation isn't appropriate for fullscreen.

    Vicu, just deactivate motion blur and the .cap you provided runs just fine.

  • I'm not able to look at capx files, so this might be already cleared.

    You effectively answered your question yourself: "I don't know how to generate it for each instance ..."

    That's the key. Just use the system condition "For each" <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You asked for it...

    21 August 2013, Revision 5

    12 new music loops again! (Why didn't I make it a ten?) Something's different this time. I made it to an event, kind of a ludum dare for music with me playing the role of several musicians. The theme was "heist movies", and I covered a lot of the typical ingredients of such a movie. The preparation, execution, looting and escaping, the relationships, even end credits. All the loops are in different styles, like different composers working on individual parts of the movie. My top favorite definitely is "heist". This loop just nails all the atmosphere (reminds me on the 2001 Ocean's Eleven)

    I hope you all will enjoy it!

    You can hear a demo of all new loops here

    First post also updated. You find the download link in the first post, as always.

    Thank you all so much for liking the loops! It's a great motivation. See, I can't stand silence, while I'm totally fine with negative critics, and certainly postive ones.

    Blacksmith

    It would be great if you'd be willing to review again! Just don't get bewildered. Do as you always did, without my explanations in mind! <img src="smileys/smiley4.gif" border="0" align="middle">

    Oh, and I tried hard to make really bad loops. I might have failed though. <img src="smileys/smiley36.gif" border="0" align="middle">

    -Silver-

    Once more there's some music. Hopefully you'll like it!

    parside

    Thank you very much! I try to keep this series alive.

    To all others: If you should have suggestions regarding style, genre or anything else, just reply. I'll try to take it into account!

  • Give the people time! Bumping just 5 hours after your first post won't help you much. Have patience, not everyone is looking around here 24/7 <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I had a similar problem with a classic vertical space shooter. The ship is always in motion, but I felt the need for both, accelerating and decelerating provided to the gamer for a better control experience. On the other hand this somehow interfered with the main design of building up tension by a constantly forward moving scenery.

    I ended up with making the control expensive (in my case it uses a lot of rare energy). This way I experienced a new strategic element, as the player can't use it all the time and often has to decide wether to save a decelerate for critical situations or use acceleration for easier parts to rush through, for example.

    I really think offering such buttons at an expense is the best compromise when you don't want or can't go without them.

    EDIT: Regarding your second question, here's an interesting aspect: As a left-handed man I wished games would not rely on fixed keyboard configurations. You can't imagine how unnatural it feels when my left hand has to move to the right side to control the character with the arrow keys, while my right hand crosses to the left to, for example, select a weapon with the control key. <img src="smileys/smiley19.gif" border="0" align="middle" /> Please consider a totally free user based key configuration!