Davioware's Recent Forum Activity

  • Always>

    set mouse x to mousex+(get right thumbstick x)

    set mouse y to mousey+(get right thumbstick y)

  • This is one of the most annoying errors in construct. Don't worry about it as they've said, it's normal behavior. Every time I start my game in debug mode I get like 20 of them one after an other.

  • There's a difference between bloom and glow. Bloom takes the whiter/brighter parts of the image and blows them out with a bit of blurring and additive blending. A layer glow would just blur and glow everything, which isn't a real bloom.

  • only with the http object for now.

  • Actually, this isn't entirely true. Sprites with PS 0.0 effects do take longer to render. I've done some tests and I've found that the engine can render on the order of about 2.5 times more sprites without effects before the framerate drops below the VSYNC rate.

    Hmmm, interesting. I assumed they just used a renderstate so they didn't affect performance. I never noticed a slowdown using many of them, but i'll take note of your test results, thanks Linkman.

  • My latest game (planning on a possible commercial release), is very procedurally enhanced. Can't wait to see what your plugin can do.

  • Things that drop fps in my experience (Cpu items/events):

    1. Very heavy collision checks. (by this I mean hundreds,sometimes even thousands, per frame. Overlapping at offset is one of the heaviest events.)

    2. Intensive loops. (usually when collision checks are involved.)

    3. Thousands of sprites on screen. (construct is extremely fast with this, so don't worry about it unless you have over 1000-2000 objects.)

    Shaders are the main culprit for slowdowns in most cases, but large and complex games without shaders often have to be careful with events. By shaders, I mean fx files that require a pixel shader version-greater-than-0 compatible graphics card. PS 0.0 effects don't slow down games and can be abused.

    Tips:

    -Avoid large sprites as much as possible (i.e., over 512x512)

    -When dealing with massive amounts of objects with complex movement properties, try to incorporate behaviors as much as possible, as they are faster than events.

    I took a look at your cap, and it seems logical. At first I couldn't understand the player object lol, it's so confusing. Only one circle moves, so I thought it was three circle sprites, but then I realized you were precisely rotating a single sprite with three dots. I would say that's a bit confusing, but if it works for you, then go for it. Also you don't need to set the bullet angle to the player angle upon creation because spawn object does that automatically. Also, you should use sub events instead of needlessly repeating conditions like "up arrow is down".

    <img src="http://dl.getdropbox.com/u/1010927/Forumpics/subz.png">

  • Wow, this is awesome. I didn't try the first plugin because I didn't have a wiimote... But looking at this I'm probably gonna have to buy one just for the hell of using it in construct.

  • I have your fx file Madster. I just didn't think it was the same blur quality as blur horizontal and blur vertical. I guess I didn't test it enough. I'll fully experiment with it when I get home.

  • Why don't you just add your platforms to a "platforms" family and check if the character overlaps at offset (0,1)? That's what "is on ground" is essentially.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Very, very good. This one was definitely in need. Thanks for making it.

  • Blur Vertical and Blur Horizontal applied twice (means: Blur Vertical + Blur Vertical + Blur Horizontal + Blur Horizontal) gives me pretty much the result I want. So I guess it should be possible to just write one .fx shader that does exactly that - take blur vertical and blur horizontal twice each and give me a global strength that I can set in the effect globally AND still change during the runtime.

    I think Ash mentioned that multi pass effects don't work in construct. You can adjust the strength of a blur with a blurmask shader+opacity for now, but hopefully someone will implement a value control for blur horizontal and blur vertical eventually.

Davioware's avatar

Davioware

Member since 25 Sep, 2008

Twitter
Davioware has 2 followers

Trophy Case

  • 16-Year Club
  • Email Verified

Progress

17/44
How to earn trophies