ranma's Recent Forum Activity

  • Wow, thanks guys! :)

  • a free game about a cat, roooftops, spacebar and elvis ;)

    <img src="http://a.imageshack.us/img823/5433/appfullproxyphpn.jpg">

    I consider it finished, but any suggestions are welcome. I was thinking about an online high score list using http objectm but my lazyness...

  • Thanks.

    I declared a global variable named FinishPeriod. After the 15th hit I do this variable to be increased by 1.

    http://www.mediafire.com/file/kvu6esvvszs9b7v/Balloon.zip

    well this might sound somewhat technical but dont just do this:

    number of hits >= 15

    add 1 to global finishperiod

    this is against the timedelta rules and the period will be dependant on the refresh speed of the monitor, instead try:

    add timedelta to global finishperiod

    timedelta is a system variable that will always return one second when added every tick and is screen refresh screen independant. maybe someone could explain that better :)

  • Maybe something in your code is constantly checking these thousands of objects against collisions?

    well, yeah :) you should read previous posts :) thanks for input though :)

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  • No, it's not possible in python. The "Solid" attribute can be added at runtime with events or python but it can't be removed.

    edit: I can't read :D disregard that

  • I am currently creating a puzzle game where you can move left through some blocks but not right. Currently I have a system where if you press the right key the block becomes solid and when you press the left key the block becomes un-solid. The problem is that if you are overlapping the block and press the right key you teleport.

    http://dl.dropbox.com/u/2867484/OneWay.cap

    this woorks for me:

    + DirectionBlock: Value 'Direction' Equal to 0

    ????+ MouseKeyboard: Key Right arrow is down

    ????+ playerCol: overlaps DirectionBlock : offset (10,0)

    ????????-> DirectionBlock: Set collision mode to None

    ????+ MouseKeyboard: On key Left arrow pressed

    ????????-> playerCol: Deactivate Platform movement

    ????+ MouseKeyboard: [negated] Key Left arrow is down

    ????+ System: Trigger once

    ????????-> playerCol: Activate Platform movement

  • Not as far as I know. You can also try to disable code selectively to watch what it does to the CPU use.

    well I managed to do sprite replacing. used a 1x1 container with solid attribute unchecked and replaced it by the 32x32 solid sprite when on screen and again replaced with "unsolid" container when ooff screen, worked like a charm. thanks, this strange thread-beacon-fairy can close this one. or maybe some more exprerienced contructor has a different maybe better solution?

  • Some things you can do:

    - Turn off collisions for sprites that are off-screen

    Try collisions first.

    ok, so setting the collision mode to off doesn't change anything in case of speed, but removing the "solid" attribute does. so is there any way of removing attributes through events, i bet making only the sprites that are on screen solid and the off screen ones non solid would fix this.

  • What is your CPU speed?.The most i ever got by using Construct was 30 to 50% cpu usage.I have a intel I7 Cpu.And take a look at your gfx card as well is it nvidia or ati?.Also make sure that construct do not run on the highest priority on the process list.

    i have athlon 64 x2 5600+ and geforce 9600gtm but come on, the game is not for me but for the players, so what I have has nothing to do, game has (lots) of extremely simple sprites, shouldn't have some extreme requirements. meanwhile trying arima's suggestions... :)

  • i created a playfield with lots of instances of the same sprite. sprite is a 32x32 one color square for now, and it is created on start of layout 300x50 times. i thought this should be no problem, it takes 0.01mb vram, but spikes processor use up to 100% and it's not enough, cos game gets choppy framerate (there's a 1x1 car behavior sprite on the playfield, but I can swear it's not its fault ;)

    anyway, tried making sprites invisible when off screen, but it didn't change the processor usage nor framerate. also i'd like to have my playfield bigger than that, say 1000x200 32x32 sprites.

    dear constructors, what do? i believe the problem is that construct checks all the events against every single instance of the sprite, if it's possible and this is the problem, how too disable events for sprites that are off screen?

  • Running at 60 FPS, framerate mode Unlimited: 80 ?C

    first things first, what did you do to run a game in unlimited mode and have only 60fps?

    now, my 9600gt produced some strange high frequency sound when I run construct game in unlimited. i believe the unlimited mode stresses graphic card to its maximum, so I believe these kinds of behavior are normal and nothing to worry about. all in all, unlimited mode should be used only for testing time delta i believe, every released game should use v-sync for best results.

    cheers!

  • Summary: When destroying a particle in a collision event, all instances of the particle is destroyed. I wish to be able to control this, but how?

    that should be simple... you can't. you must make your own particle simulation. you can create a sprite, give it a ball movement behavior, uncheck the "rotate object" (something strange happens if you don't, actually) and when you want it to go boom, you must:

    on somethingsomething:

    repeat (100)

    -> create sprite somewhere

    -> set ball angle of motion to random(359)

    -> set ball movement speed 50+random(50).

    -> set ball movement acceleration to -50

    on sprite collision with somethingsomething:

    -> sprite: destroy

    above is just an example, but try it, you should be fine

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ranma

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