Venivididormi's Forum Posts

  • *snip* - Removed invalid bug I thought i'd found. Nothing to see here, carry on.   <img src="smileys/smiley36.gif" border="0" align="middle" />

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  • I had an issue somewhat like this a little while ago. I was importing sprites like i'd done a million times before, working working etc. Then I closed down construct 2 and later tried to reopen the capx. Got an error that it was missing a .PNG file and lost hours and hours of work. I even manually made sure the .PNG was in the directory specified, still refused to open with the same error. This has only happened to me twice out of many many hours in the program, so I didn't report it.

    However, I suspect it was because I did something funky like copy pasting image data from a sprite already in memory instead of loading a new sprite from a file. I'll see if I can repro this and provide more info.

  • Thank you. Yep, this was made for a gamepad, pretty much.

    Looks amazing. I wish I had those kind of art assets for my project. :P

  • I don't know the problem come from construct or cocoonjs, trying many time to change my code and fix the problem about suddently drop fps, but failed.

    I was just reading the manual some more and found that images and code are already loaded by the time layout loaded events etc have fired. I realised this might be related to sounds instead, since they're apparently loaded afterwards. I added an audio 'Preloads complete' condition to my level loader and the burp issues didn't occur when I tested it. It was just a quick test though so i'll report back if I see the issue again. Quite possible just a fluke it didn't occur.

  • Worked fine for me, including the first one. Now you have me worried lol, my projects run well on my system but i've only tested on one other computer.   :P

  • I admit I am kinda pushing the engine a little, heh. Here's a screencap of the project with and without the realtime lighting enabled.

    <img src="http://img853.imageshack.us/img853/5995/lightingm.jpg" border="0" />

    However, notice i'm getting 60fps in both. In a browser it's between 35 and 40. So, the occasional single burp that goes from 60fps to zero and then back again within a second or two... odd.   :)

  • Nicely done.   :)

    I was thinking of switching to that lighting method on my recent project. I'm using a realtime tile lighting method that I came up with, but I think the method you're using is easier on the cpu. Then I can devote the free cpu to other things, heh.

  • Venivididormi I think this could be caused by a large texture being loaded or CPU intensive process, happening.

    I think it's a texture/asset being used for the first time. It seems to happen when the player is moving quickly into new parts of the map. But it's a little frustrating because i'm preloading and then even waiting a couple seconds before the player gets control and can see the world. Is there no "pre-cache everything, don't stream" type toggle somewhere? This is far after the layout loaded events have fired, so why would something already loaded into memory cause a burp when being used the first time? (Assuming we're correct at all lol)

  • I get something similar when playing the games i'm working on. The framerate is solid for a while and then suddenly there's this "burp" for a second where everything freezes, and then it continues at high framerate. Usually only seems to occur once per play session, but it's a pretty nasty framerate drop when it happens. There's nothing in my code that should cause it from what I can see, and occurs even when exporting to executable. The executable is nailed at 60fps until this occurs, burps, and then back to 60fps.

  • "Tell me what you think, i'm aware to any suggestions."

    Love the art style, looks very polished.

  • One other thing, I found a very simple method for making tunnels and/or resource spawns during world generation. Instead of using complex math, I just made a few sprites in the shape of clumps of minerals, and a few more in the shape of tunnels (you can make a few variations and/or use rotation or scaling to make it more randomized). Then:

    1) Generate world as usual using method in this thread

    2) Place X number of each mineral/tunnel sprites in randomized positions in the world

    3) Do a hit check against all of the already spawned ground blocks

    4) Any ground blocks overlapping mineral sprites get converted to mineral blocks of appropriate type, then update block arrays accordingly

    5) Any ground blocks overlapping tunnel sprites get deleted, update array

    6) Delete all mineral and tunnel sprites

    7) Explore your world full of gold and silver deposits, and caves <img src="smileys/smiley17.gif" border="0" align="middle" />

    I also plan to use this method for creating pre-fab rooms and caves with spawned objects/props inside. Since you can add multiple registration points to sprites, you can use them to specify the spawn points for props before deleting the world creation sprites.

  • Just posted in another thread regarding ladder usage in my game. Has a screenshot. Doesn't show too much though, just the ladder stuff.    <img src="smileys/smiley36.gif" border="0" align="middle" />

    I'll post more in this thread later as my project continues.

    Ladder FAQ Thread Link :

    scirra.com/forum/topic45310_post404704.html

  • Hey guys, I just realized we're all overcomplicating this. You don't need to spawn extra solid blocks, then remove them etc.

    I've made a terreria clone where you can place ladders, each of them being a 32*32 block. You can place them in a vertical or horizontal series to make long ladders. All you need to do is give the ladder sprite a jump-through behaviour. This will cause the player to walk on the top of the ladder, instead of falling back down once you've climbed to the top. Of course it also allows the player to climb upwards through it. Then all you need to do is add an event to use platform down jump-through behaviour when the player presses down (this allows descent from the top of the ladder). It also solves the jumping from a distance problem. If you fall on the ladder(s) from above you land on it as a solid. Come at it from the side or below, and you climb.

    Much simpler to implement this way, and none of the nasty bugs with the previous method.    <img src="smileys/smiley1.gif" border="0" align="middle" />

    <img src="http://img687.imageshack.us/img687/826/ladderfixed2.jpg" border="0" />

    <img src="http://img521.imageshack.us/img521/6100/screenieki.jpg" border="0" />

    ** updated to include proper animation support, and one bug fix

    *all source graphics copyright their respective creators, only used as placeholder

  • Hey, i'd like to check out this project but the link comes up dead. ( jlinart.com/demonic/game )

  • I'd also really like to see part 6, as i'm trying to get ladders working properly. They work fine until the player gets to the top, gets platforming back and falls back down onto the ladder. Heard some suggestions about placing an invisible block below the player after reaching the top, but an example would be nice.