bladedpenguin's Recent Forum Activity

  • 8000 is indeed quite a lot, and at some point I am going to implement something where groups of small trees get replaced with larger ones. Part of me wants to tune performance now, so reducing the number of trees later on will be an even bigger boost, or I can have a larger level or something. I guess what i really want is for trees offscreen to go to sleep.

    Ok that Is Overlapping/On Collision thing is super weird. I would have figured the opposite. Thanks for the heads up!

    It seems like I could keep the origin at the bottom of the tree and use an image-point at the visual center, then check the player's distance from that imagepoint. Is that likely to be more efficient than collision? I imagine if I require trees to be onscreen that would help. I kinda wish there were a way to set the SOL to "everything in the collision cell with the player" Edit: I just realized that this needs to be done for every onscreen Tree + Charachter combination, since I want trees to go transparent for ANY charachter walking behind.

    R0J0hound that seems like the Collision cell thing that is supposed to be already in the engine?

    I tried Zsorting everything on the layer by Y, but that turned out to be terribly expensive, so I'm really using collisions on the Outer tree so I know what to sort. I'm also doing a funny transparency thing with trees when you walk behind.

    Am I no longer allowed to attach stuff?

  • Hello! I have a forest, filled with about 8000 trees, and the seems to be working kinda hard on it. I was hoping to reduce that impact.

    One of the problems I see is that I need two collision polys for each tree. The outer collision poly matches the visual tree, and detects whether the player is behind the tree or in front or whatever, for visual reasons. The inner collision poly matches the stump of the tree and just has the Solid behavior. I have each tree represented by two sprites, with the second being invisible and immobile. C2 seems to be doing about 60k collisions per tick whenever the player moves....

    Is there a collision only object, or perhaps a cheaper method than a collision poly for determining whether a charachter is behind a tree? I am trying to maybe collapse this tree down to a single object and avoid the overhead of 16000 sprites. Thanks!

  • Construct 2 Is really not all that object oriented, and I feel that this is something that needs to be corrected. It should be like Python: Procedural and easy to get into without understanding all that OOP nonsense, but with the advanced features available when the student is ready to understand. "Pass SOL" would be a neat checkbox to have on a function call.

    That said, It's not critical becuase of the workaround mentioned above. I haven't had any problem passing UIDs around. It's worked quite well for me.

  • I'm not familiar with FB publishing, but did you get the appropriate permissions from the user at some point?

  • I'm doing pretty well with Sprite.Y >Sprite.Y, though I don't worry about sprites overlapping other instances of themselves, so I don't have the picking problem.

    One fairly computationally expensive method is to sort everything on the layer by Y. I do this for about 8000 trees at the start of every layout, and it's not too bad, but every frame could be rought. You could For Each over every sprite in order of Y and Send to Back/Front of Layer, but rexrainbow has a plugin that does this, and I think it's faster: http://c2rexplugins.weebly.com/rex_zsorter.html

  • This is a highly platform specific question. What platform are you using? Gumshoe has the web solution, but if it's PC, I would recommend looking into Steam's automatic updating. I imagine Google play and the Apple Store have their own update methods.

  • Welcome to C2! You have the "On Collision" event you can use to trigger the event. Then you need to add an action. Under the sprite, you have the Animation: Set Frame action. Sprites have an expression you can use to get the current frame, so you can add one to that.

    Good Luck!

  • Yes,I'll update tomorrow.

    Edit: Sweet. I have updated and can confirm that saving in the middle of a menu drop will allow the menu to end uip in it's proper place after load. Thanks for all the Good work you do lunarray!

  • I realize this is severe necro, but I figured Its best keep all the discussion in one place. This is the first thread google showed me when I asked. I'm having this issue on a more or less regular basis, every few days. It seems like before it does it, the filename in the Construct2 titlebar changes from .capx to .capx.autosave.

    I am operating out of a google drive folder for collaboration reasons. I can't say that Drive has been entirely predictable, so it may be some kind of weird interaction or just Drive being funky.

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  • That is... amazingly helpful. I've been looking for a way to log stuff to the console for weeks. I was using the ingame text object.

  • I'm a little struck that breakpoints are not permitted in loops and triggered branches. I've seldom needed to debug outside of these situations, and it bothers me a little that I need to find a workaround for the only case where I might be interested in debugging. Why is this the way it is?

  • http://lmgtfy.com/?q=klann+mechanism+wikipedia

    behavior-chipmunk-physics_t110815

    Most of your joints are going to be pivot points, but somewhere in there is the main crank, which will have a torque applied to it while the mechanism is moving.

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bladedpenguin

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