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  • There's a very good chance C2 will be able to export to the xbox one, as microsoft has said they want to support html5 and windows 8 apps, and recently made the move to make universal apps which C2 now supports. As far as I know microsoft simply needs to finish adding support for them for the xbox one.

    As for C2 versus fusion, there's just no contest. I've used them both, and C2 is everything fusion should have been.

  • Yeah, just have sprite, put it in a family by itself, and give that family a variable named team. Now both sprite and sprite_in_family have the variable team and you can check if sprite is overlapping sprite_in_family and if sprite.team=sprite_in_family.team. I've got it working this way in my game Shards.

  • Thanks, guys! So glad to be made a moderat - wait - didn't this happen years ago?

    Seriously though, 68tm, please don't bump old threads unless you have something useful to add to them.

  • The second link works fine, but the first one is just a black screen in chrome on my computer, too. 32 bit vista if that helps, which chrome has blacklisted everyone using that operating system. I have chrome ignoring the gpu blacklist, if I turn the blacklist back on it uses software rendering and technically works although at a terrible framerate (which has nothing to do with your plugin specifically, my CPU isn't fast enough to handle software rendering at all). They both work in Firefox, though the cube is in different locations in each browser (in chrome it's above and to the right of the unpause button, in Firefox it's to the right of the unpause button).

  • There are a couple people working on 3d plugins for c2.

  • I'm not 100% sure how it works either. Very very early in C2's development I seem to recall triggers weren't allowed as subevents and I asked Ashley to allow them - and I thought he said it would work as I described, but it was so long ago that I might not be remembering it correctly. Or maybe different triggers work differently, I remember the one I was talking about in particular was 'on mouse clicked' which wouldn't affect picking if it was put at the top of a copy of the event tree. Again, I might be wrong about that though.

    I also wasn't entirely sure how on collision works so I did a test. There was a thread a while ago from someone who reported getting more checks with on collision than with is overlapping. Using your events in your first post with one instance of sprite and sprite2, I got 1 check per tick. If I put the collision condition on the top, I got two checks. If I add another event:

    Every tick

    • set sprite position to random(10), 0
    • set sprite2 position to random(10), 0

    ...the collision checks are upped to 4, so it does seem C2 has some sort of automatic extra checks happening when an object is told to move by an action, but not when filtered by parent conditions. I tried duplicating the every tick event, but it didn't affect the checks, so my guess is C2 takes a note of which objects moved and then does an extra check at the end of the event sheet, or something like that.

    Either way, it does seem to reduce the checks to the same amount regardless of using on collision or is overlapping.

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  • Sounds like it might be a bug, can you provide a simple .capx that reproduces the issue?

  • I edited my post to add a point I should have put in there in the first place, just want to make sure the point wasn't missed.

  • I'm not sure it's optimal for every situation, Jase mentioned some of the problems, but it seems to reduce CPU use when I've used it in the past, but use 'is overlapping' instead. 'On collision' can do more checks than 'is overlapping' and exporting an event with a trigger as a subevent like that as I understand it basically gets copied and reordered on export so the trigger is the first condition (I'm not 100% positive of that but I seem to recall that's how it works), so I think your event is actually running as:

    on collision

    For each

    Pick nearest

  • In my experience, if you're using node webkit, the game might not fail even if you try to shove more graphics into the graphics card than it can handle. A while ago I accidentally tried to use 5 gb of image data on my 2 gb ram/512 mb vram computer all at once, and it actually still ran, albeit with lots and lots of long pauses because it was using the hard drive for virtual memory. Not that it was an optimal experience, some of those pauses were like 10 seconds long...

    But, uh... 1.2 gb in a single layout? That's... A lot. Are you using lots of large images instead of lots of repeating smaller ones? You can use that much if you want, but a lot of users with less VRAM will likely have a sub optimal experience or as Ashley said the game might fail (just because my computer still ran it in that scenario doesn't mean that all computers will).

  • I've actually found generally it's not the players who care, but rather some developers. Some of them consider it cheating or something, which is utterly ridiculous because everyone everywhere uses tools to assist the game development process. Even big studios use engines like unreal, video tech like bink, photoshop for graphics, even just their programming environment and compilers like visual studio and such. All tools developed by someone else to make the development process easier.

    A game's a game. It doesn't matter what it was made with as long as it works.

  • spy84 please stick to English or provide a translation with your post.

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Arima

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