Mipey's Recent Forum Activity

  • <snip> A slight misunderstanding.

    As for the random timer, remove the space between random and (2000). These two should be together, like this: random(2000).

    Edit: As for Invert condition, what purpose does it serve? Well, let's take "Is On Screen" condition. You use it to determine if an object is present on the screen (viewable).

    What do you do if you want to determine if it is outside the screen? Easy, Invert the "Is On Screen". A simple toggle between two truths

  • Countmatching expression picks all selected instances. I don't think the ships were filtered at all, so it picked all. You can guess the outcome.

    Try this... create a (global) variable named 'allships', that tracks the total number of ships (though that may not be necessary, if you use Ships.Count, but I'm not sure if that is influenced by selection).

    then...

    +for each formation sorted by formation.UID

    +inverted | ship('idformation)=formation.UID //this should select all ships that are NOT in the current formation)

    -set "ships" to 'allships'-countmatching(ship) // all ships minus ships not in current formation = number of ships in the formation

    Empty formations should have 0. A bit roundabout, but this should work. Perhaps someone else has a more elegant solution. Also, try using Ship.Count instead of 'allships', if it is not influenced by selection.

  • 1.) Enemies. You want them to fire when they are visible (on screen). Bullets don't matter, destroy them once they're not on screen anymore, though, to keep things tidy.

    2.) Right click a condition in event sheet, there will be "Invert condition" command. This is basically negation.

    3.) Yes. Add the "every x miliseconds" condition (from System), then instead of typing 1000 you type 1000+random(3000). This is an expression. random(3000) returns a random number between 0 and 2999.

  • > [quote:pvjxk96d]

    > XP can probably run DX10

    >

    I'm currently running DX11 on my XP system.

    How the hell

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  • You can't rely on mouse. Instead, record mouse coordinates each frame and "draw" a line to the previous mouse location and so on. Mark the points the line overlaps.

    Too tired to give more concrete example, I'm sure someone can give you a simpler solution.

  • When there are no ships left, the formation uid = ship('idinformation') condition returns false, since there are no ships, so it doesn't set the count that time. You'll have to add another event to account for that case.

  • TiledBackground won't work with certain behaviours such as platform. Try to use sprites where possible.

  • If you're just skimming through, you're likely not to notice anything out of place. They even copied one of Ashley's posts in one thread... funny how a newbie with only one post is suddenly a developer commenting on the future of Construct.

    ~Sol

    I c wut u did thar

  • Ah, such a simple solution! I haven't really thought of that.

  • The downside of tileset within one image is that it doesn't really leave you with much freedom of adding new tiles or altering existing ones.

    Anyway, it certainly is interesting, as you can use an existing tileset and replace it later. I was just exploring performance limits. Big canvas certainly is slow, especially on resolutions of 800x600 and larger (>512). Big advantage, it cuts the number of on-screen objects down dramatically.

    Yeah, seems using both is the way to do; canvas for background and sprites for, uh, sprites.

  • Just dropping some observations here...

    Display size: 1024x768, unlimited FPS mode

    a) Tiles

    32x32 sprites in 32 columns and 24 rows, total of 768 instances.

    VRAM usage: 0.00 MB (minimal)

    FPS (after a few seconds): 720-750

    Observation 1: Painful to work with (try moving 768 objects around in layout). PROBLEM: Prone to crashing with this amount of objects on the layout. May consider creating these at runtime instead (might increase loading time a bit, but hey.)

    Observation 2: FPS takes a slight dip the more different frames are shown by tile sprites. Faster to render same textures than different ones, anyway.

    Observation 3: This method may work better for dynamic tile replacements.

    b) Canvas

    1024x768 internal Canvas resolution (fills the whole display)

    VRAM usage: 7 MB (for the canvas object alone)

    FPS (after a few seconds): 800-810

    Observation 1: After pasting the sprite in tile manner and thus populating the canvas with varying textures, the frame rate took quite a dive (down below 400 FPS) and the VRAM usage is at 14 MB.

    Observation 2: Perhaps the best choice for static tiled terrain.

    Will post more as I test some more. I will be experimenting with various tile engine options.

  • Recently I reinstalled Construct and it took me quite a while to find this plugin (had to search Arsonide's posts). Is this plugin completed? Can it be moved to the appropriate forum?

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Mipey

Member since 16 Jan, 2009

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