Uglypenguin's Forum Posts

  • Thank you guys for the help!

  • That won't work because all of my trees would look square an uniform, can have animations, ect, can spawn a stump for each tree so you can walk under them, and I use random generation for the rest of plants and stuff I cant really random generate a tilemap. Thank you for the input though! Im trying to find ways to optimize (Such as disabling the collisions) it and I have gained a few frames.

    Can you tell me more about render cells? What does that do?

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  • So Ive started a pretty large project. A huge one actually, its an rpg. I was planning on having many different layouts or levels and each is 10,000x10,000 pixels big. Lots of room to run around. Im running into problems with the environment though, I removed all fauna and my frames went from 16 to 60. I disabled collisions and tried a lot of stuff but having individual objects for each tree and plant seems to be slowing it down considerably. Here is the finished layout-

    As you can see, pretty big. And thats just the trees not the tiny little plants and other objects. Do you guys know any tips on how to use that many objects without lag? Ive gotten really far with this game and I dont want to start over with a new engine that can handle what Im trying to do.

    EDIT- Found out something interesting. I found out there were over a million collision checks per second. With no trees or fauna (I deleted the tree and plant objects from the project) My collisions were down to 1000. That makes no sense because I turned off collisions for those objects and the debugger showed no difference in the checks per second until I deleted the object. If somebody wants to check this out an confirm I'm not messing up I would very much appreciate it.

  • Are you still looking for projects to work on? I'm creating an rpg thats in need of original tracks. Email me at in you are interested.

    -Danielle

  • bump

  • bump

  • So I'm liking how the shadows are turning out so far with this, but, I can't seem to figure out how to get nice blended gradient shadows like this to not be so tall. It seemed changing the light radius to get the blended look messed with being able to have a certain height to it. the Also have the shadows that cast fall off at a certain distance/have the shadows get less opacity the farther out it gets so it doesn't cast shadows halfway across the map.

    Here is the height when the ShadowLight objects height is set to 100, radius set to 0. Tree objects shadow cast height is 20.

  • Use dropbox and in the full text editor here URL on the top.

  • I'm attempting to make readable texts in game. You press E to read and the dialogue box pops up, taking text from an object text variable. and 'typing' it out onto the box. I tried to make a second function (see code below), in theory, another piece of text can be read for the same object. That's the code that is disabled. Once putting a second object in the game the dialogue box no longer popped up for either objects when you interact with them.

    The capx for those that need it https://www.dropbox.com/s/6lo5e6vjgpwvxas/GAME.capx?dl=0

    All of the code

    Reading Code

    The timer in the reading code

    Any idea why it cant do more than one of the 'readable' object in the game? Thanks in advance. Do not distribute this early stage game.

  • bump

  • So i'm creating an interactive shadow. Currently its a slightly oblong sprite with an off-center origin that rotates itself towards the closest light source. My question is how I could get it to rotate to the correct medium point/middle point if two lights are close and would make equal pulls on the shadow sprites angle. so I dont have odd outcomes as such

  • mekonbekon

    If thats the bug and you outrun enemies till they are off screen (thats when I experienced the bug) They wouldn't be able to keep pursuing. I feel that would be comparably un-immersive as them being frozen from the start.

  • Woah thats amazing! That is exactly what I had in mind. I will have to replicate it in my game. Thank you!

    I also experienced pathfinding locking up completely in some of my other code. Could this be a bug?

  • > So I'm trying to design AI for prey.. small creatures you can hunt down. They dont attack, they just run. I want to make a pathfinding event that will make them find a path that is away from the player or other creatures that hunt. If youre chasing them I want them to continue to stay one step ahead of you and be able to adjust their running direction or turn around if you cut them off for example. Any ideas?

    >

    Have you tried having the prey 'path find' a random X/Y value that is the opposite direction of the player in relation to them? Then it can update either every few seconds if the player is moving or once they reach their destination and they can move again.

    You could also pin an invisible radius sprite to the prey so if the radius object collides with the player it will trigger the prey movement along their path and give them the illusion of smart behavior.

    Not sure if any of this is what you are looking for, just throwing out some ideas .

    See I the first idea is what I want to do, I've had the concept for a while but I have no idea how to implement it. I don't know how to specify a random xy within 90 degrees of the player's angle.

  • I'm trying to create something.. somewhat similar to facerig. It will be a small project. I was messing with the user media object, whatever its called, and I can't seem to find a condition that simply recognizes you are speaking into the microphone. If I'm able to complete that condition will move the mouthpiece of your avatar. I could find any addons that could do that either. Send me your suggestions! Thanks in advance.