shinkan's Recent Forum Activity

  • I think scirra (original one) should have something similar. Galler of finished projects/examples for other to use and sea how it works.

  • what kind of game type you're looking for? because different tyoe of games will have different setups.

    Did you try Ghost Shooter tutorial?

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  • ...strange. can't edit my post

    Anyway, after i'm done with these tests i'm confused. When when is best to use "For each".

    I always thought that if you want to do/check someting within same group/type of sprites just do it like

    +For each Sprite

    • condition - action

    And now i just realize that it's not necessary, question when i should and when i shold not use For each?

  • I never though of that to check distance using "pick by comparision" but i must admit, that's the best one so far.

    I start with 10 "A"'s on screen, after destroing one "A" it will spawn 10 more..

    ...i got bored after having over 2500 "A"'s on screen :)

    keeps framerate at 60 - start's to be a bit jumpy (56-60fps) after having 1000 on screen and you spawn some more, but it's only for "spawn time", then it back to 60fps.

  • + System: For each A

       + System: distance(B.X, B.Y, A.X, A.Y) Lower than 512

       -> A: Set speed : 200 towards B

    simple "Compare values"

  • Yes, on exactly same project setup

    [quote=]Made "A" with bullet behavior with random angle at start. When "B" overlaps "A"s detector (simple - Is overlaping another object) "A" is speeding up a little and angle is se to "B" direction.

    I've managed to create much more sprites with distance expression than with another sprite as a detector, to check "If "B" is in certain position relative to "A". Keeping 60fps mostly all the time.

  • I did test 2nd example and as I thought it is faster. I was able to create 400 sprites with full 60fps.

    about 450 sprites - 45 fps - starts droping

    about 650 sprites - 12 fps - like in 1st example but was able to get over 6 times more sprites.

  • Actual chat it's nice... and empty ;)

    [quote=]We could run both in parallel for a few days to see which one people prefer?

    I'm in. let's do some testings :)

  • I'm aming opposite, few static objects and many moving :)

    gonna test 2nd example tomorow (well it's 4' o clock in the mornig so today) with my current setup and compare results.

  • Made "A" with bullet behavior with random angle at start. When "B" overlaps "A"s detector (simple - Is overlaping another object) "A" is speeding up a little and angle is se to "B" direction.

    I've already do some tests with 1st example - works fine with 50 "A" sprites - 60fps all the time. Big slowdown starts with more than 100 sprites (200 counting "A" and detector) from 60 to 12fps.

  • Just curious whats faster to calculate.

    Let's say there's a 10 sprites "A" (container with "detector" sprite) and one sprite "B".

    1.Every time "B" overlaps sprite "A" "detector" (one or few), "A" is doing something - until "B" stops overlaping it.

    2.Every time "B" is in "distance(Ax, Bx, Ay, By) < 100" "A" is doing something - until "B" is in "distance > 100".

    In first example you have two sprites - one sprite "A" and one sprite "detector" (which has to be always set to "A" position" for this to work)

    In second example there's only one sprite "A" and detection is made by events.

    If i'm thinking correctly second example should be faster, right?

  • no worries, actually i'll never used custom movement so i can play with that for now :)

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shinkan

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