LittleStain's Recent Forum Activity

  • wouldn't on bubble destroyed add one to counter work?

    Or you could use

    for each bubble

    system compare two values: bubbles.lifetime < 0

    • bubble destroy
    • add 1 to missedbaubles
  • I'm sorry, but I can't.

    The way you are talking about it is like you want everything physics does, but without physics. That will never work. Either you use physics and accept the low fps or you are going to have to accept some changes.

    From what I've seen of your program physics shouldn't have this much effect on your fps. I haven't seen your code and or the way you have your objects set up, so I can't be sure, but I think it should be possible to get your game up and running with physics.

    Otherwise you will have to decide what you will have to change to keep the game challenging without using physics. Some things can be faked, some can't. And some things that can be faked need a lot of tweaking before looking right.

  • You should edit the groups "enemy has target" and "enemy no target" and set them to not active on start. That takes care of the problems at start.

  • I have no idea how you have your events set up at this moment.

    It could be using the physics behaviour isn't even the issue, but the way your events handle things.

    I'm not sure what the effect is you are going for and therefore I can't really help. You can give bullet objects direction and speed, you can use the set angle to no and manipulate it through events. You can fake dampening, force and elasticity through events, but only if you know what visual effect you want and if you divide that effect into the little pieces that visual effect is made up off..

  • Similar, yes.

    The same, no.

    The more you want to imitate what you have right now, the more code it will take, but I think if you start by using bullet behaviour with gravity, you are well on your way.

    If you do, please save the project under another name, as to not break what you currently have..

  • Your questions aren't really very clear, but this might help you:

    • give the enemy a variable shootingchance

    for each enemy

    -enemy set shootingchance : floor(random(201))

    subevent:

    enemy compare variable shootingchance = 200

    -enemy shoot

    if enemy hits wall

    pick all enemies - perform action.

  • Is your animationspeed set to 0?

    Condition:

    -On left click on "LightObj".

    --subevent:

    -if Lightobj animationframe = 0

    -action:

    --Set "LightObj" Animation Frame to (1).

    --system else

    --Set "LightObj" Animation Frame to (0).

  • Ok.. remember the game now..

    The effects in it can be achieved without physics..

    But it will take some coding to get the desired effect..

  • Hi RenatoB,

    To be honest I've seen many games and helped with many, so I really don't remember which one you are referring too.

    To answer your question:

    Physics behaviour is very CPU intensive, especially if you use many objects and use collision polygon for collision detection.

    Are you using the cocoonJS physics engine?

    Faking the gravity is possible, but I doubt it will help you improve your performance, it could though.

    Maybe you should have another look at your game and decide if you really need physics or if working with bullet-behaviour with gravity would be enough with some tweaking.

    I have once created a custom movement faking gravity for a game, because only the player object really needed gravity-like behaviour, this worked so it is possible. (In the end I had to pull a lot of rabbits out of my hat to prevent fps dropping, for it also had issues with collision detection.

    If faking gravity is your only option I could have a look to see how to implement it in a way that would be beneficial, but I think dropping physics altogether and using other behaviours to fake the physics behaviour could be of more use.

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  • I can't open your capx, but could the clamp expression help you to bind the enemy?

    to attribute to each platform you could use:

    system for each platform.

  • bullet set angle : angle(zombie.x,zombie.y,player.x,player.y)

  • for each zombie

    system compare two values : distance(zombie.x,zombie.y,player.x,player.y) < 50

    zombie set bullet speed to 0

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LittleStain

Member since 26 Apr, 2011

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