RayKst's Recent Forum Activity

  • I'll update the bullet code , it's capping on 1000.

    ... Updated. Now it should adapt bullet rate depending on FPS.

  • Goes perfectly on Chrome. Someone test this on Mobile with Cocoon :)

    Another cool thing from shaders: Now we have scene transition effects ! Yay \O/

  • Rory On Chrome or Mobile ?

  • Bunny Results for me on Chrome 21: 2200 bunnies. Nice number. I wonder how it performs on Mobile with Cocoon...

  • The problem is that it's a physics game entirely made of circle based sprites. That's why i asked. If it were just a simple collision detection of course i code code it myself...

    I'll test to see how things go with fake polygon circles. But adding control to circle body is very important imo. Other thing is adding the rest of joints like MouseJoint and adding Kinematic Control.

  • Just a little something i made to test C2 performance. Contains 3 performance tests, the famous Bunny Test, a simple bullet hell test and a simple physics test. I'm not that satisfied with the physics test (mouse joint support would improve it) but it's a start. I'm gonna leave it here , feel free to improve/add other benchmarks <img src="smileys/smiley1.gif" border="0" align="middle">

    Example

    CAPX

    Arrow Keys <- -> to switch scenes.

  • You could have hundreds :)

  • No need pal, the important thing is trying to help :D

    newt

    You're closing your thinking in polygons. A circle in this case is just a point and a radius nothing more. It's the fastest and easiest to implement (circle X circle). That's why the ideal is the concept of a collision body made with sub parts. Each part can be a polygon or circle. That introduces substantial complexity yes, having to handle , polygon x polygon , polygon x circle and circle x circle. In the simplest mode. And having to adapt that to physics. That's why very few engines implement this properly.

    Well for now octagons will do...

  • Well you misunderstood :) That won't help at all, maybe for some other case. And it's editing the circle in edit time not runtime but thanks anyway :) And an observation : using dummy sprites for collision stuff is imo really bad. It's at max a temporary workaround. Avoid doing that if possible !

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  • How do i adjust collision circle radius ? If it's not in yet, a good workflow: Instead of Set Collision Polygon on Sprite Editor change it to Set Collision Body. If it's a polygon set it like it is now. If it's circle mode adjust circle radius by distance between mouse and sprite center. If it's rectangle mode either treat it as a polygon and constrain adjusting to rectangle or treat it as a true rectangle in code. That would be a nice workflow imo.

  • Yeah animation preview is lacking. RMB on Animation -> Open Window with Preview : Too many steps. Just leave the animation view embed on main window and add playback buttons [FIRST][PREVIOUS][PLAY/PAUSE][NEXT][LAST]. I already made an app like this once and it worked great.

  • :D Muaahauhha ! Yeah let's have faith :)

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RayKst

Member since 22 Jul, 2009

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