Davioware's Recent Forum Activity

  • I think using the pixel shaders is absolutely fine, it's just that motion blur is really inefficient in Construct right now. If you're using canvas objects and motion blur, it basically renders the whole thing so many times over with all the effects that it'll slow down even very high performance rigs.

    I've got Sein running on lower end machines without motion blur and it works fine - with 2 canvas objects. With motion blur even my high end rig slows down tremendously.

    Also, Motion Blur is buggy anyway at the moment - if you include a layout change into your game, the runtime will crash if moBlur is on.

    Glad to see that you realized motion blur is a piece of buggy system rape.

  • Just use many instances of the same sprite, with a private variable to differentiate part type. It won't slow things down. However, if you want instances of tanks with multiple hitboxes, then it will be more convenient to have many different sprites, so that you can just make the tank a single contained object (since you can only have 1 instance of a sprite per container).

  • I played your game through, and the ending was pretty funny

  • Is the Xaudio2 plugin backward compatible with 98.9? Btw awesome update, I hope that collision bug is slammed.

  • Spectrum Wing

    is a game I cranked out in about 2 days for the minimalist compo over at gamejolt. Kind of like a mix between flywrench, metroid, and.... swiss cheese? I didn't have time to polish it until I was completely satisfied, and the boss was rushed, but I'm pretty pleased with the end result.

    <img src="http://dl.dropbox.com/u/1010927/SWss1.png">

    <img src="http://dl.dropbox.com/u/1010927/SWss2.png">

    Get it here: http://gamejolt.com/freeware/games/adventure/spectrum-wing/1058/

  • It works, but not perfectly. Some things don't save correctly and it can cause problems. It's best to make your own save system for maximum control.

    and I'm pretty sure the variables are saved.

  • you can easily program this with events:

    key left is down> set .x to .x-1*(timedelta*60)

    key right is down> set .x to .x+1*(timedelta*60)

  • The system reqs are way too high for a game like this. Also, you should never use motion blur, it destroys framerate. If anything disable it by default, or people won't be able to play it. The style is pretty good so far however, but make sure motion blur is easily turned off. A platformer shouldn't lag on an 8 series gpu.

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  • I've been using it for about 6 months now, and I find it a lot faster than firefox. Now I only use firefox when I need to use a special plugin, or when chrome is not supported.

  • It doesn't really matter if you check all 30 variables, because the performance impact is ultra small. Just one collision check is probably hundreds of times more intensive than a simple variable check.

    [quote:s8pz6ncv] events add so much overhead that it's kind of ridiculous to worry about efficiency.

    Did you mean so little overhead? Or are you comparing it to real code?

  • sweet, i'm liking the node based editor. Gonna have to try this out for sure.

  • No, global isn't for things like that. Global just means they don't destroy when the layout changes. You wouldn't want an npc to stay in the same coordinates when a layout changes. It's going to take a more advanced system for npcs to be able to travel seamlessly between layouts. And, actually, npcs in real rpgs don't travel between maps, they just move from one location to another based on story variables or whatever. I just want to inform you that making an rpg is pretty difficult.

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Davioware

Member since 25 Sep, 2008

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