C-7's Recent Forum Activity

  • Tokinsom what version are you running? I had bad crashes for a few versions, but 134 fixed it. I guess there were issues with the webgl renderer. If you're not on 134 or 135, that may do it. If you're updated, I got nothing.

  • Just a quick update:

    A sewer

    <img src="http://www.adamprack.com/materials/dngn02.png" border="0" />

    and a home lab.

    <img src="http://www.adamprack.com/materials/lab.png" border="0" />

  • I really like to do lists particularly because i generally have several tasks that need attention at a time, so I need the added reminder. It also helps me prioritize, but priorities aren't the be-all-end-all. If something isn't clicking with you and there's something else of similar importance that needs done, jump ship immediately. If you look at it as a total amount of hours needed for whatever, you're still investing wisely.

    Most of my game isn't built linearly (ie, not built in the progression the player will get to each layout), so it's nice whittling away on several different things and then bringing it all together/bridging the gaps. You still have all of the detail work building up, but you get large, sweeping progress in spurts--which feels great.

  • Nice Game :D

    Thank you very much! I hope to issue an update for it once Courier goes public to tidy up things I've noticed over time. I'm glad you enjoyed it!

  • I know you're worried about walls, too. You could take BluePhaze's example, but modify if a bit and have like 8 "zones" around the player. One above, one beside, one diagonal, etc all the way around. It could even be 8 invisible sprites that define how big of an area you want cleared. Then, if a black "cover" sprite comes into contact with one, set it to invisible UNLESS the visibility zone is overlapping a wall object. You would have to do some testing to get the right balance, but that should work for rooms and hallways just fine, I think.

  • You could also use the simpler method vee41 suggested, but add in a one-off event of "On collision."

    so On collision, deduct 5hp

    AND

    Every second, yada yada

    So the initial impact does something and the timer very simply continues doing what it was doing, but without the possibility of escaping at least SOME damage.

  • THX1138666

    That's some really nice-looking pixel art! Very nice looking game.

  • It isn't the object count, it's the effects! It sounds to me like you put the black effect on each of the objects and then placed them around. So it has to calculate that effect for each object every tick. This is horribly inefficient and would slow down any computer. I have far more objects than you are describing in my scenes with shadow sprites and it has essentially no impact. But I'm also not using effects to achieve it.

    There are two solutions that will drastically improve performance. The first, which is the better option, is to make separate shadow sprites for your objects, place them on a shadow layer, lower that layer's opacity. Import your shadow sprites at 100% opacity and then lower the shadow layer's opacity so they blend with each other. Effects, especially blur, are really expensive to run. You should really only be using them for more dynamic elements. Ie, use blur only on an object where the blur needs to change or go away dynamically.

    The other, which is a kind of middle ground, is to put all of your objects on the layer and then apply your black effect to the layer, not the objects. This way, it processes the effect once over a larger area instead of potentially 500-600 times with how your were describing. I would go with the other option I described and pre-bake as much as possible, though. I have far more than 1,000 objects on my layouts with no ill effect, and my computer is far weaker than yours.

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  • Kyatric

    Yep, they're still in it and everything is fine. During the massive debug I just made a duplicate of the game and deleted things from there. Once 134 rolled out, I just reverted to my original file and all was well. From the 134 change log, it looks like 9-patch objects were having issues and I hadn't tried removing those yet, so that may have been it. Regardless, thanks for the help and I'm glad the update cured it all!

  • I do it slightly differently. I do save the player's X and Y value, but I also store the current layout's name in a global variable. So if health = 0, it stores everything and goes to the gameover layout. If the player wants to continue where they died, it moves you back to that layout and that position.

  • So far the 134 release seems to have corrected things. I haven't gotten a crash yet and text works again. The actual runtime seems to run a little slower, but that may or may not be true.

    Great update! I'm glad C2 is back to working for me!

  • FGL will handle licensing for flash or html5, though html5 isn't as successful on there. MarketJS is purely html5, but very disorganized.

    I would possibly be interested in licensing a game of mine. It is an action-style maze game (you control a character through maze-like levels) that runs on mobile and in a browser. PM me if you might be interested and I'll send you a link to let you decide.

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C-7

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