Eyeguy's Recent Forum Activity

  • Hey guys! Long time no see and all that but.. WHAT'S GOING ON HERE OH NOEEESSS!!!?

    Check this example I made with the platform movement behavior. The sprite being moved is speeding up from time to time and it's annoying as bananas!

    http://dl.dropbox.com/u/1496418/WPBB.exe

    Is this a bug or am I missing something?

    Edit: Oh.. Apparently this has already been submitted by Deadeye yes? Any way to work around it?

  • Also I tried looking at your example, but it said that it was made using a newer version (despite the fact I have the newest stable release).

    Yeah I just realized I made the example on 0.99.4 (an unstable build). I cba to redo it on another version so I'll just post pics of it instead

    http://www.hdimage.org/images/8rok494gcu7b6uczl03.png

    http://www.hdimage.org/images/vbxzi1ehghw80ybzml1.png

    (My pictures are always too big!)

    I changed the Sampling from Linear to Point and this dropped CPU usage to 5-6% and only 13mb of ram. When I change it back to Linear is uses a constant 40-50% CPU and 130mb of ram, again, despite the program not doing anything? This seems very odd. GPU is an 8800GT.

    I'm not sure what's causing this on your end. The example I posted uses linear sampling and it's not really using much resources at all on my end. I have a 8800GTS.

  • I Tried the cap file too..

    With the behavior: ~770 fps

    Without the behavior: ~2500 fps

    Only clicked remove behavior, nothing else was changed.

    Edit: This was on 0.99.4

  • thats a fair awesome aproach eyeguy

    Hehe, thanks. It's just something I happened to be working on.

  • At least to me, using the Array object would make things clearer. Arrays have the For Each element condition you can use to cycle through them and do whatever you like. You can check the values with the Array.CurrentX and CurrentY expressions.

    So to make your map filled with walls, you'd use something like this:

    For Each element -> Array: Set index (Array.CurrentX, Array.CurrentY) to 1
    [/code:2r9c38bf]
    
    And to draw your tiles:
    [code:2r9c38bf]
    For Each element
    [ul]
    	[li]> Value at (Array.CurrentX, Array.CurrentY) equal to 1[/li]
    	[li]> -> Create Wall at (Array.CurrentX * 32, Array.CurrentY * 32)[/li]
    [/ul][/code:2r9c38bf]
    
    Note that Arrays range from 1 to whatever you specify in their properties.
    So there's no element [0,0] etc.
    
    Edit: Made a lil' example: [url]http://files.getdropbox.com/u/1496418/MapArray.cap[/url]
  • This is what I've got working so far.. As you can see it's very buggy and there's probably a lot I could've done in a better way. You can just ignore the map generation and other stuff, they're just experiments under work.

    http://files.getdropbox.com/u/1496418/crawl.cap

  • Is this the sort of thing you're looking for? It uses "for each." But that might would get pretty CPU heavy if you have a lot of wall objects. If all you're doing is changing the color of walls, then you might want a different method that doesn't use LOS.

    That's exactly what I was looking for, thanks Deadeye. What I'm basicly after is a roguelike LOS system that reveals walls as you see them. So now there's the problem of me having possibly hundreds of Walls that I have to check LOS on. I was kind of expecting the "Has LOS to" condition would've picked the object in LOS..

    Are your walls solid? Do you by any chance have your LOS obstacle setting on "Solid objects?"

    Yeah my walls are solid but I'm using different sprites inside them to block LOS with a custom obstacle list.

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  • You might want to place the wall object into a family. There is already one aptly named terrain.

    Then have it find los on that family.

    Yeah I'll do that but I'm still going to have this problem on my hands.

    Which version are you using? 0.99.4 is having problems with LOS

    I'm using 0.99.3.

  • It seems to me that the "Has LOS to" and "On object in LOS" conditions are not picking anything. I have a sprite (Player) with the LOS behavior and multiple instances of an sprite (Wall) I want to check LOS on.

    Currently I have:

    System: Always (every tick)
    

    Player: Has LOS to Wall

    > Wall: Set color filter

    [/code:2pchny4n]

    This simply applies the color filter to every instance of Wall. How should I go about picking the instance the LOS checks on?

  • You can add 2 new conditions into the first event to check if "Move Right" or "Move Left" is held down.

    Sprite has wall to right
    "Move Right" is down
    OR
    Sprite has wall to left
    "Move Left" is down
    
    

    Sprite Set maximum Y speed to 50

    [/code:sgyzdxt1]

  • Hello everyone! I just joined, you can check the introduction thread for more info bits.

    I'm getting "A crash inside the runtime has been intercepted!" message and since I'd like to hear some tips and tricks on the topic I thought a new thread could work.

    I thought I'd post some pictures instead of thousands of words!

    This is what I have:

    <img src="http://www.hdimage.org/images/0rghokpoqk5x9ch6gca3.png">

    <img src="http://www.hdimage.org/images/0btv4en1gekmikg9y93h.png">

    This is what I'm trying to get:

    <img src="http://www.hdimage.org/images/m50i69b72rpie0crwr.png">

    I hope you get the idea

    This is my first time doing procedural generation and also my first time using both Array and Hash table objects. Please be gentle!

    Edit: Forgot to mention that my intention is to use the data in my array for creating each tile in my level later on. Am I heading the right way?

  • Hello!

    I'm your new friendly neighbour Eyeguy! Some people also call me with my real name Eero. I'm a 21 year old student from Finland. I've wanted to create awesome games since elem. school but never really got into coding. I know some Basic, C++ and now Construct!

    I'm loving Construct more and more every second! Amazing work devs!

    I'm currently working on a game of mixed genres and I ran into some trouble so I thought I'd ask for help on the forum. This is me saying "Hi!" before I run screaming into the help section ->

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Eyeguy

Member since 7 Jul, 2009

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