alastair's Recent Forum Activity

  • Yeah I'm thinking i'll just go with the animation method. The main reason I was asking about a physics type cape is because: C2 can't colourise sprites, I was wanting to have it be various colours, animating cloth is going to take dozens and dozens of frames so I thought it might be better for performance/time.

  • What is more cpu-intensive: 100 objects with 4 polygon points, or one object with 400 points?

    It's more CPU intensive to use one object with 400 points. It's best to use more objects with fewer collision points.

    If an object is overlapping an object with 400 collision points, it will probably check all 400 collision points in that object. If it is overlapping an object with 4 collision points, it will check just those 4 collision points (100 times less!) and it will skip checking any of the other objects.

    Of course using more objects has its own performance impact, but using lots of collision points isn't very efficient in the engine at the moment, so it's probably better to avoid that. This can probably be optimised in future, but this is how it is at the moment.

  • Anyone know how I could make a simple cape/cloth effect, that flaps around when jump/move around?

  • Looking forward to this one, hopefully it isn't too performance hungry.

  • Example of angle jitter.html

    I'm setting the sprites angle to = (sin(ang)*90 )*(dt*60)

    with (ang being +1 every tick)

    The angle is smooth, but when I add "*(dt*60)" at the end to make it work at any framerate, it goes insane.

    Am I using DT wrong? Or is this a DT bug?

  • What many people do (for non "pixel art") is to draw things at a larger resolution (for instance 500x500 pixel sized image instead of 100x100) and then when you've finished the piece you scale it down at the size you want and save it. This means you can make rougher images and more mistakes and they'll be less noticeable when you scale down for the finished sprite.

    There's an example of this here:

    wayofthepixel.net/pixelation/index.php

  • Alternatively, if you don't think the gap between groups is good idea:

    It would be great if you could at least use the space that's already there!

    <img src="https://dl.dropbox.com/u/1024727/c2/gap.PNG" border="0" />

    Currently, right clicking and inserting in a space like that puts it at the bottom of the sheet!

    I think it would be fantastic if it would place it closest to where the mouse is!

  • Just thought it might help to maybe have a little bit of white space between groups? This way there would be some space to more easily insert new events/groups/comments etc.

    I feel it would help make it smoother to insert things where you want them, rather creating things elsewhere and dragging them around all time.

  • Cool, thanks.

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  • Yeah I was only getting about 64 FPS on that test in FF, for something so simple like that I'm sure CC could get at least around 200 FPS+ (don't know if that test is capped at monitor refresh though). Which is why I'm hoping its going to keep getting significantly better.

    How do you know that FF15 is going to be a big HTML5 gaming step?

  • Is HTML5 performance likely to get much better on Desktops? Or is it just going to get marginally better overtime, with the main performance coming from new computer parts?

  • Website navigation is confusing, can't even find the latest changelog. The most important page (along with blog/forum).

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alastair

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Member since 14 Jul, 2007

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