Uglypenguin's Forum Posts

  • Oh my goodness, thank you guys so much for the documentation! The visualization REALLY helps. Ill need some time to digest and test things out, hopefully report back with results! :)

  • Thank you for the response! I guess a better question would be, how to fit the tilemap json data into the array and the downloaded file. The concept of arrays is really confusing to me, but as i understand it has 3 dimensions being used for the object name, x, and y position. It doesnt seem the tileset data would fit into the array, perhaps a different configuration or 2 files will be necessary to save a level? Im completely unfamiliar with the dictionary object and its capabilities.

    The goal is to save each level as a separate file and load them all when starting the game. More elements will likely need to be saved as I continue development, so just trying to get an understanding of how to compile complexities into a save. Thank you for reading over this and my ramblings attempting to understand code :) updated the project link it should be accessible now!

  • Hey all, im circling back to a project and using construct 3 for the 1st time. Im implementing this Level Editing tutorial by Game design by Reilly that works like a charm, although not with a tileset.

    Here's the events with my project

    Perhaps I need set tiles from Json action? I have not done saves before so not sure how to impliment it into the array/ajax.

    Link to my project: drive.google.com/file/d/1DVB3-sI8wdJyEYmp30AlErY-lVfPDnC7/view

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  • Hey so i'm trying to understand what all affects draw calls. When i move my player frames drop 10 and draw calls goes to roughly 15%, I do have many sprites but i'm trying to find ways of pushing performance to the max. Any advice or knowledge on draw calls welcome, thanks!

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  • construct.net/en/tutorials/save-load-game-specific-1054

    found these browsing the forums, not sure how any of it works^^

  • make a crosshair as well as your player, set scrollto to both, screen will split between the 2. control crosshair via 8direction and tie that to your joystick

  • Hello all, I appreciate all the help ive received and things ive learned from this forum. It really helps to have individual concepts described.

    I had another feature i'm trying to wrap my head around, specifically how game-saves work. My goal is to create an in-game level editor and save all the levels i make as a package to add to the base game. I would write it to a local file but from what i understand its saved in-browser. not sure how to access and share that save. I read about uploading a save to a server to load from any device but ajax and json arent the easiest to understand.

    Something like how do i save to a separate file to be able to upload to other players.

    my target platforms are desktop and mobile, perhaps console in the future. Currently im designing the levels in C2 but a in-game editor would speed things up.

    Any tips welcome, or tutorials on the subject. thanks so much

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  • I'm making a game with very high leveling capabilities and the lenth of the xp displayed is getting out of hand lol.

    I was thinking of a way to code this, making an existing number display 100k, 1m, 1b, 1T, ect as you level

    perhaps if xp is larger than 100,000 somehow take the 1st 3 numbers from xp and display that as 100k but im not sure how to go about that. any suggestions welcome, thank you!

  • Ahh, sorry for the late reply. Need to do more studying on conditions for sure I'm so glad to learn what I was doing wrong, I can learn from this and build off it, it is exactly what I was trying to do. Thank you for solving a hugely long time issue for me :)

  • Making an attempt at some very base- type controls, not trying to use behaviors as much as possible, though it has a timer. I feel I've almost basically achieved it, just one thing that isn't making sense to me. I'm sure there are better ways to do it

    Enemy sprites ai, I'm just starting with simple Idle behaviors, they rotate quite quickly randomly, then (are supposed to)move to a random location after a random time but there are a few issues I've tried it a million different ways it seems at this point. It currently has the closest I could get it to random rotation, here is how it goes-

    Each sprite has a variable for their rotation, it randomly chooses (0,360) after their timer behavior is up. It seems to be working! But for a random enemy. Not the one that just had their timer end. If you look in the debugger most always when the timer reaches 0, the variable doesn't change and the same enemy doesn't rotate.

    There are the remains of trying to get them to move after some time of idling but that doesn't work at all. nevermind that part haha

    dropbox.com/s/ymhdqi3nag3birl/rpg.capx

    Another tip- use the "test" and "Gamerules" layout and event sheet

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  • Ahhh thank you very much. I'll do some more reading :)

  • Hello you all I need some advice/help figuring out what could be causing some frame drops. Ive been working on this build for a while trying to find the most lightweight method so my game can run on nearly any pc or mobile phone. On my desktop it runs 50-60 frames but I tested it on my surface pro windows10 tablet and it was 35-45 frames.

    When testing on my desktop all events related to block disabled, I was at 60 frames no exceptions. On my surface its 45-55. So I dont think its entirely related to the amount of blocks but it could be (there is over 2000)

    Layout size is 2500x3600

    Blocks are 50x50

    My next thing I'm going to try is making smaller/simplified assets to see if it gives me a boost.

    Here is the capx- dropbox.com/s/znstqybymq64nn5/mob.capx

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