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  • I'm entering it into the IGF, so I'll probably show something soon even if it's just screenshots or a video. It's getting pretty close to presentable.

    Here's an old screenshot if you're interested:

  • No, it is the area for testing, I meant the more objects you have the more pixels there are to check. As far as I know, using 1 big sprite that has the same surface area as multiple little sprites will take the same amount of time to check.

  • This is an awesome idea. I'm always searching for more indie RPGs. A hub listing all of them is something I've been looking for for a while. It would be nice though if there was a way to categorize the ones that are original and the ones that use ripped graphics.

    I'm making an RPG with construct - when it's done, I'll certainly let you list it.

  • Per-pixel collision detection is a pretty intense thing. Once you have thousands of objects to test, it can take a lot of time to check every pixel.

    Don't worry about it, though - in practice it's not often you'll encounter problems with it, and as you said there are ways around it. I have a demo of a shooter where there were about 500 objects on screen and collision checks between almost all of them and it ran fine on a pentium 3.

  • Thanks for the ideas. I'll give them a shot.

  • I'm having a discussion with someone who was under the impression that construct uses tgas after exporting to an exe, or perhaps something else that is not compressed. I assume that exported exes use pngs - can I get an official word?

  • Can you change the collision type of the ground objects at runtime to 'off'?

  • I was talking with someone about it and the suggested something about core dumps? Do games made with construct make core dumps?

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  • I'm getting sorta-random crashes in my game, and I'm finding a pattern that they tend to happen at times when the music changes (oggs played via autoplay or reserving a channel). I can't submit a .cap because I can't make it happen each time, and each time it happens is at a different place. The only thing in common with them are the xaudio events.

    Anyone else getting these crashes?

  • Actually these days they're finding ways to do ambient occlusion in realtime.

    http://news.developer.nvidia.com/2008/0 ... -upda.html

    Even though it requires a 3d model, you could probably do what you described (blur, multiply, etc.) via a canvas and pixel shaders.

  • Are you talking about the platform behavior getting stuck on parts of ground tiles? I get around that by using a few invisible simplified sprites for the actual platforms/ground that can be made into more complex shapes quickly by dragging around and pressing enter. It works for the games I'm making, but I don't need the player's platform object to follow the ground sprites exactly, so I don't know if it would work for you.

  • I don't think a dynamic hotspot is the right approach. What you probably want is some sort of custom movement, like the move safely .cap that was made a while ago. After colliding with a sphere (or getting close to one, set a variable in the sphere, then move the player towards it. Even better, if you're using the platform movement, you could get the x/y speed of the platform movement, deactivate it, activate the custom movement and put the speed values into it for a smooth transition.

    (I haven't used the custom movement behavior much at all, so this might not work, but from the cap I tried, it seems like it should.)

    Edit: Here's the cap.

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Arima

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