Coin-coin le Canapin's Recent Forum Activity

  • round(random(3))*90

  • for each [family] -> [family] set angle to random(360) ?

  • Thank you

    The next step will be automatically adding and removing slopes in real time on holes created by the player. Not sure how much it will slow down the game however.

  • Good to know, thanks.

  • I'm definitely interested in knowing how u did that event on the slopes!

    In fact, i would like to see the whole capx (if u dont mind), because u have done a great job here.

    Those regenerative walls are truly nice!

    I guess it's for Fatal Revenge ?

    Short version :

    I first draw my level with tiles because it's way faster than drawing my level with actual sprites.

    Then a loop replaces all the tiles by blocks sprites. During this, for each tile it tests for every other tiles in corners and replace some with slopes (as different sprite frames) if necessary.

    [attachment=2:1fs2rpgn][/attachment:1fs2rpgn]

    capx : [attachment=1:1fs2rpgn][/attachment:1fs2rpgn]

    You'll need the platform+ behavior.

    I also made little changes by adding slopes in inner angles (just the bottom ones, not the upper ones) since I uploaded the screenshot (click to view the full image) :

    [attachment=0:1fs2rpgn][/attachment:1fs2rpgn]

    It can still be improved to round single squares but it will need about 5 more frames and more events.

  • nimos : thank you for this workaround, I'll try this

    linkman2004 : I have a geforce GTX 560M. It can run Skyrim, but not too much brightness in Construct 2. Meh.

  • A shame that a modern GPU won't be able to brighten 100 two dimensional sprites while it runs smoothly games with 3D graphics.

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  • Hi.

    I have about 100 moving sprites on my project. I had some performance problems that bothered me and I figured out it was the brightess effect I added on them that was slowing down my game.

    While trying to fix that I learned that a brightness effect with the default value of 100, which make no visual change, uses a lot of CPU too, which is kind of surprising but whatever.

    So I was wondering how I can know how much CPU intensive are the different effects ? And is it possible to achieve an effect similar to brightness, but with better performances ?

  • It works perfectly, thank you !

  • Hi !

    One of my current projects. I'm trying to do some stuff.

    http://canapin.com/construct/tolilo/04/

    update : http://canapin.com/construct/tolilo/07/

    arrow keys, click to shoot

    The map in the editor is only made with squares. I made an event to automatically replace the edge squares by slopes when the map is loaded (I mention it, maybe it could interest someone).

    Without / with slopes (click the picture to view both) :

    [attachment=0:vfo9ji59]smoothedges.png[/attachment:vfo9ji59]

    I also tried to make a somewhat neat regenerating effect. Looks like an inverted particle effect but that's made with bullets and fade.

  • Hi !

    Simple question : I have two points : A and B.

    My bullet has a speed of 0 at start and an acceleration of let say, 300.

    It starts at A and I want to know when it will reach B.

    Any idea how to calculate this ?

  • Thank you for your reply

    Actually my character will be overlapped by some little squares and it takes about 10 squares to cover it entirely.

    I like your canvas suggestion. My character (and its squares) won't be that big so it could fit. I could also iterate every 10 pixels, I think it would work too because of the square shapes.

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Coin-coin le Canapin

Member since 22 Dec, 2010

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