Mr Wolf's Recent Forum Activity

  • Currently, using a Blur Vertical and Blur Horizontal is extremely slow. Is there any way we could get a blur that's fast? I know it's possible, but it's just about someone getting around to it. Blur is very useful, I'd like to be able to use it without a performance tank.

    Also, from what I've heard, a Blur can be done even faster if the object isn't rotating? That effect would be useful too...

  • The only Platformer/RPGs I can think of are Castlevania games...

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  • Copying objects from one .cap to another will ruin things. For example, if you copy a sprite (maybe any object or maybe just layout objects) into another .cap and try to select it in the object list, it will freeze. I'd suggest recreating the objects again in the new .cap. You can just copy/paste images from the image editor or whatever, but whole objects from .cap to .cap doesn't work right.

  • 1) Give the player sprite Platform Behavior

    2) Give solid blocks the "Solid" Attribute which can be found in the object's properties

    3) Experiment with the Platform Behavior settings to get the "feel" you want

    4) Slopes are made with Solid objects shaped like slopes (at least with slope collision masks)

    Get started on that and come back when you need more help with it (which you will with slopes).

    I'd also like to know which version of Construct you are using.

  • Are any of these objects copied from another .cap?

  • Especially RPG's...

    Hahahahaha I'm kidding Platformer/RPG's have been done to death. :I

    I'm not sure I agree with that, but in any case, it wouldn't matter if it is done well enough to shatter the mold.

  • Cool effect, Deadeye! It actually let me open it in 99.82 for some odd reason. The frame rate was always about 30 (even when the effect was not on screen) but that could be because I ran it in the wrong version of Construct. I'll have to get the newest version and try it out again.

  • Note about containers: When you destroy one object in a container, it destroys all objects in the container. They essentially come as packages.

  • You shouldn't have to fake it if it is already a built in feature...

  • Action/Adventure/Platformer here.

    hell... anything that is ???/Platformer I try to do.

    Even RPG?

  • > What graphics card and CPU do you have?

    >

    >

    This game which I made uses 4000 star objects in one room: http://gamejolt.com/freeware/games/arca ... pace/1733/

    If it runs smoothly for you, your computer is fast enough.

    My computer is above mid-range, but it can run the game hundreds of frames per second.

    Yes, I can easily run that, but that doesn't necessarily mean throwing thousands of sprites on the screen to make an effect is always a good idea. Especially things more complex than expanding circles while there's all sorts of other game stuff going on at the same time. Also, when you use that technique, you can't really use shaders because it can slow things down a lot. I also need things to be semi-transparent. So, um, the lesson is that it depends HOW you are using the objects too, not just that you can have X number in X scenario. What I'm doing is much fancier and therefore tougher to do without slowdown.

    Anyway, I have something working now without tons of sprites. Thanks for the help guys. Nice picture Krush. What I'm doing requires a LOT more drops on the screen as a one time splash and then all of them fade pretty quickly, but your method looks perfect for when I need not as many but hitting the screen continuously. I'll probably use that in another effect I want.

  • When testing a game fullscreen, it would be incredibly useful to be able to retrieve the framerate as an expression to put in a small text object in the corner. I hear you can do this with events, but it would be easier as an expression.

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Mr Wolf

Member since 31 Jan, 2010

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