vtrix's Forum Posts

  • Yttermayn, there's not, but using overlap detection to sort something seems a bit redundant, special reason why? if you change that, there's not really a problem, just disable collisions if family on layer

    in other case, just make two conditions, family is on hud layer and family is on object layer and put the collision in subevent

  • JohnnySix , cool, runs great on chrome here, but i guess anything does,

    so i wanted to test on nexus7, it loads pretty quick, and the intro sound is great, but yeah, cant check much further without touchcontrol :)

    other than that, a lot of cool things, i like the graphics, effects and the detail, like the trusters, the splashing guns against the wall and the particles bouncing back, also sound is great! is it self-made?

    only thing, in some parts i feel kinda lost, hard to orientate, (mostly when there are no borders around.. (wouldn't mind a small map like in the original)

    keep us posted!

  • well, i could be wrong about this, but if high quality first scales, and then renders, you're still running on a pretty high resolution, no matter how small you're stage is, you are saving on texture space (if your objects are not scaled)

    so i would say you should do both, for best performance

    + setting high dpi screens to no, actually if you don't scale you objects, this probably doesn't have an effect.

    if you put a higher resolution objects and scale it smaller, on high dpi, it will show the details of the higher one.

    but the best way to know is to do small tests, try some different settings,

    but low quality scaling and no high dpi, should give you best performance, combine this with a smaller layout and you're set

  • now i know what my confusion is, because, if you do the same thing,

    destroy sprite, and not at start..

    sprite action , set width to sprite.width it works..

    so, the sprite objecttype does have its width saved somewhere, i guess its only available i you select the sprite.object directly

    okey, thanks for checking!

  • blackhornet , i just updated to latest beta version,

    you mean they both work for you?

    this is the link to the one not working

    https://dl.dropboxusercontent.com/u/61666915/looptest_group_fail.capx

    working

    https://dl.dropboxusercontent.com/u/61666915/looptest_group_works.capx

  • thats actually pretty strange, as i was under the impression, that once the object default properties are known, at the beginning of the runtime, you can destroy it, isn't this why you need to place an instance in the layout?

  • wanted to do a quick loopexample, and found something strange

    if you run this group under a startcondition, it works fine

    (the loopindexes adjust the sprite position like expected)

    = examplefile

    if you run this group after start on its own, (drag group out of start)

    the positions are wrong, (but loopindex is still counted)

    can someone check this, maybe im doing something wrong

    https://dl.dropboxusercontent.com/u/61666915/looptest_group.capx

  • i suggest you use the behavior too, its just an addon to the plugin, you can better see what nickname each object has, (test it on a new project),

    but for you case, you could also just redo the random pick, if arrayvalue is "", or maybe.. they get nothing! <img src="smileys/smiley3.gif" border="0" align="middle" />

  • ronval this is also why there is a new feature for fullscreen scaling, if set low quality, it first renders the canvas at whatever windowsize your game is set and then rescales the canvas to fit screen, this improves performance a great deal,because it skips al that extra pixelinformation if it set to high, it renders at the higher resolution of the fullscreen

  • Jase00 are you using the behavior, if so, i believe you can just check what the nickname property is, so if nickname = "" > its empty

  • ah, like i first understood it, the collision cells didn't work if you put a condition above it, but to be clear..

    a) if you use a system compare variable, or check on another object then it still uses cells on the collisioncheck beneath

    b) if you compare lets say an object.isactive and then do a collision check on that object it doesn't use the cells

    c) does one such condition, disables all cells for all collisions?

    edit:

    my latest test

    moved cell 70 - 1/tick

    cell count 23

    cant seem to make them fail :)

  • inventory basic example

    i created a basic demo of some of the things you will need, and how you can use the array, i would use only one array, the itemlist, the rest is only states, and you get the info always from itemlist

    from there you can random generate, give information, whatever you like

    using x array for the list and y for properties

  • rexrainbow, yes im using it, its great!, my suggestion would only be usefull if you got like 30+ objects you could generate something like obj25, but i agree its better that you tag it.

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  • Ashley

    in the release notes, of the collision cells, there's the point that when you add conditions ontop of collisonchecks, the cells stop working

    but in my project, if found the collision check, only had a small improvement, probably because there's really nothing outside of the screen, everything is generated with arrays

    so i had still above 2500 collision checks, and by adding collision conditions i reduced it to max 500

    question is, are they fully disabled?, cause in debug they still register,

    if so, is it possible to disable them completly, for example when you do use conditions, this way we can choose what gives the best performance.

  • one "trick" i use now, is make a global string variable for every layername, and use the variable to request the layer, its easyer also, because its in the autocomplete, this fixes any renaming you should have, but doesn't fix the problem of adding/removing layers on multilayouts and would be very helpfull.