megatronx's Recent Forum Activity

  • Noice. Is this c2 with some wrapper, or has it been ported?

  • My retro style background music for games is still available to buy at construct.net/en/game-assets/users/megatronx-16169

    Atmospheric, unique, and engaging. Can also be altered in sound programs: slowed down, speed up, cut in to pieces and used as samples. Great stuff :)

  • I tried doing what you said and now I am getting at maximum 20.000 collisions checks, I thinks this might be better :D

    Unfortunately, after a few new implementations I still got some issues with lagging. I will wait until the 'optimizing day' arrives again :)

    + I am trying to add a skybox. Everything went well, but is there a way to remove this white dots? It's a 'perfect' cube mesh, I don't thought I would get them, there is anyway to fix? (I will try using a sphere mesh later on and If I didn't work I will come back)

    And just a Chit-chat, What is a light that emits black light called?

    In project settings turn off pixel rounding and set sampling mode from point to linear. You might probably see more white. If that's the case, you need to extend the texture space and add single pixel around the texture, or crop in in to the texture.

    But this also happens when two tris are occupying same xy. The plugin has some problems with z sorting i think. With skybox best idea is to add another roj 3d plugin, add cube or sphere, or cylinder, place new camera in that cube and only rotate it.

    Also, you are getting a lag because of your old cpu. I used to work on i5 2500 back in the day, with 560ti and c2 was lagging, thought it got much improved since then. but cpu is probably the bottleneck along with sampling and pixel rounding.

    Black light? Well, i guess it is called black light.

  • This looks awesome man. What's happening with this? How's dev going?

  • Congrats on the release. Will give it a shot later today.

    5 years for the release. That's a lot. I also made over two dozens of prototypes since I started using construct in 2007, and several years ago stated playing with c2 3d plugins, but only now, for a bout 6month things started falling in to place, so I completely get it.

    I think you should use ai to draw your sprites at higher fidelity to get better graphics, because your idea, judging from the shots, is very very cool and you should take it further.

  • Wrong forum. But maybe look in to R0oj's 3d plugin. It's fairly easy to use and for c2.

  • > > > Also, I'm not sure if your game is like minecraft and it needs all those boxes to be separate objects. Because if you have some static elements, then it is much better to create them using verts inside the plugin and to keep track of them just use tilemap with variables Z.

    > > I saw some videos of 'recreating Minecraft' on YouTube and they talked about it... But to be honest I cannot imagine the solution on how to do it. Also, I think if I do this way the project my not be able to support lights? I mean every block have it's on info (light RGB, pos, behaviors) and I wouldn't be able to use the 'prebuilt' animations (rotation, scale and moving)

    >

    > If you are using sprites to control blocks, then it probably wouldn't be a problem.

    >

    > > I think I was getting about 1000 collisions checks per second lol. I think it was the physics behavior and all those objects is set to immovable, so I think they might be always colliding or something 😂

    >

    > Yeah, you want to deactivate the behaviour where it is not needed. ROOJ chipmunks physics is much better in that regards too. But the system I showed you, unless you are rotating around Depth axis and not using sprites, but code, will work better than physics. It has less to calculate.

    >

    > >

    > > Again I am away from my PC, but I remember only these:

    > > Specs:

    > > - it's a 11 years old PC

    > > - 4 gb ram

    > > - Intel i3 (3.50 GHz, 1 socket)

    > > - About 20gb left in memory of 140gb.

    > > - Windows 10

    > > - bonus: The CPU usage (at project debug) is around 40-79.

    >

    > That's an old machine. you should at least upgrade cpu to i7 that uses same socket. You will get much better performance then i3 and they are cheap now. What gpu?

    >

    > I would like to try your project, out of curiosity, see if there's anything I can suggest to get you a better performance. I'm using Construct since 2007, so I kind of know a lot about it.

    My bad, I looked again here and I actually the game is doing 300.000 to 410.000 collisions per seconds (WHAAAAT??? LOL) 😂😂😂😂

    Exactly. With your own bespoke system you can shrink that number to even double digits only and get pretty much 60 fps. You only need to activate collisions of close objects and everything that isn't moving you disable that completely. There is several ways of activating nearby objects. You either figure it out yourself or ask chatgpt.

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  • > Also, I'm not sure if your game is like minecraft and it needs all those boxes to be separate objects. Because if you have some static elements, then it is much better to create them using verts inside the plugin and to keep track of them just use tilemap with variables Z.

    I saw some videos of 'recreating Minecraft' on YouTube and they talked about it... But to be honest I cannot imagine the solution on how to do it. Also, I think if I do this way the project my not be able to support lights? I mean every block have it's on info (light RGB, pos, behaviors) and I wouldn't be able to use the 'prebuilt' animations (rotation, scale and moving)

    If you are using sprites to control blocks, then it probably wouldn't be a problem.

    I think I was getting about 1000 collisions checks per second lol. I think it was the physics behavior and all those objects is set to immovable, so I think they might be always colliding or something 😂

    Yeah, you want to deactivate the behaviour where it is not needed. ROOJ chipmunks physics is much better in that regards too. But the system I showed you, unless you are rotating around Depth axis and not using sprites, but code, will work better than physics. It has less to calculate.

    Again I am away from my PC, but I remember only these:

    Specs:

    - it's a 11 years old PC

    - 4 gb ram

    - Intel i3 (3.50 GHz, 1 socket)

    - About 20gb left in memory of 140gb.

    - Windows 10

    - bonus: The CPU usage (at project debug) is around 40-79.

    That's an old machine. you should at least upgrade cpu to i7 that uses same socket. You will get much better performance then i3 and they are cheap now. What gpu?

    I would like to try your project, out of curiosity, see if there's anything I can suggest to get you a better performance. I'm using Construct since 2007, so I kind of know a lot about it.

  • > R0J0hound Re Paster, I can't figure out how to paste object on the the paster canvas without paster object being placed exactly above the sprite. Is this the only way, or there's some other option? Tried quads but quads don't paste glfx.

    sorry to intrude again... Why placing paster over a sprite is being a problem?

    Firstly, what specs do you have? Secondly, that still quite low performance for only 138 objects. you must be doing too many things at once. And instead of every second condition, it's better to create tick counter and use that, ie every frame tikCounter=(tikCounter+1)%10 . Once it will get to 10 it will instantly become 0 and counting starts again. And then you just create conditions if tikCounter = 0,1,2... etc and do events. It's much more precise then every second and you can plan updates much better.

    With paster I noticed that when pasting in to a quad it doesn't copy the fx. When just pasting it copies only one effect. But also, there's resolution which actually has to be high in order to paste the image faithfully. Oh well, will continue with what I have.

    Edit@ Here, this is a collision system made by ROOJ long time ago, but it's surprisingly versatile and light. Thanks ROOJ! With this system you can disable collision of your sprites, create more efficient way of picking which objects you want to check collisions with.

    You need to have player sprite and box colliders in one family and do PICK NEAREST, FOR EACH PICKED, or keep boxes/3dobjects id's you can create when spawning objects and put them in array if you are not using sprites, and then check distance against them. But example shows how to do it with sprites. If i remember well ax and ay is object's position from family "t". Creating your own basic movement system is also very easy. The advantage of that is that you can create it specifically for 3D while thinking in 2D.

    Also, I'm not sure if your game is like minecraft and it needs all those boxes to be separate objects. Because if you have some static elements, then it is much better to create them using verts inside the plugin and to keep track of them just use tilemap with variables Z.

  • R0J0hound Re Paster, I can't figure out how to paste object on the the paster canvas without paster object being placed exactly above the sprite. Is this the only way, or there's some other option? Tried quads but quads don't paste glfx.

  • There's system action to limit number of frames if I recall correctly.

    Link to your game doesn't seam to work.

    Anyone tried exported c2 proj with some of the recent nwjs releases?

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megatronx

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