Itenimum1's Recent Forum Activity

  • well, I tried to do it but it will take more work, ive placed it to the side for now as it was giving me a headache.

  • I am unsure how to do this, I am trying to use the custom movement to handle simple collisions with bounce, I know I could make something using trigonometry but last time I did something with manual physics it always gave me some performance issues. And I ended up going back to physics.

  • I did as both of you had said and it came out quite alright all things considered. I did end up making my own state system using booleans and variable scopes. But it works. And doesnt require anything weird or even foreach loops beyond the conditional ones.

  • I want to have objects go to other objectBs after detecting that objectA is a certain distance or length away.

    Prior to that I want it to find the closest one, which I can always do by looping through each and then storing its distance in a variable and testing it each loop to see if it is lower or equal to this distance.

    But what is the best or better ways of doing this in programming?

    For objectFinder.IsCheckingForTarget

    for objectAs

    if objectA distance to objectFinder < objectFinder.maxDistCheck

    Set objectFinder.UIDOfTarget to objectA.UID

    Set objectFinder.DistanceToMyTarget to dist(self.X, self.Y, objectA.X, objectA.Y)

    Set objectFinder.maxDistCheck to objectFinder.DistanceToMyTarget

    yea and each tick I could have a const store its max distance and reset it when certain conditions are met, such as meeting with its target ((objectFinder.IsOnTarget))

    but thats not the problem

    the problem is I want a new condition to see that if the distance of this nearest one is over another set distance, find something else before it and go to it. I'm guessing i'll end up using my own system of state machines to manage this, how would you approach it?

  • I finished a long list of trial and error making a loop system for (tons) of instances, but now Im trying to figure it out, is the best way to compare (performance wise) by "compare variable" on an instance rather than pick by comparison?

    Because Ive noticed by comparison adds like 40% more CPU usage. (very bad).

    But picking by "compare variable" (built into object) does not.

    Any other methods to pick if its compared to a passed function parameter?

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  • ah yes thankfully cc is free to download so I can examine it

  • How would building a plugin using events work exactly? Do you get to export a special field or event after creation or is it basically a plugin-event editor with built in blocks that has functionality of code from the SDK built in, or how? Did Construct classic allow this? Or perhaps other game engine tools? I'm just wondering.

  • I never go above 500. But I make optimizations where I can and very stupid prototypes which dont encompass things like :

    UI

    Saving and Loading manager

    Local storage management (not doing alot of this yet)

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  • > For Each loop, or manually sorting through a counter

    >

    > but

    >

    > You can do this:

    >

    > Every 1 second>>>

    > Enemyslime coinflip == 0>>

    > set Enemyslime.Coinflip = random(1, 3)

    >

    > Enemyslime.coinflip == 1>>>

    > set toggle to <left>

    >

    > Enemyslime.coinflip == 2>>>

    > set toggle to <right>

    >

    > see if this starts choosing them better.

    >

    I see! I'll try when I get back, but do I need to put "round" in front of the random(1,3) so it doesn't choose decimals?

    yeah I forgot, floor(random())

  • Ok I'll give it a shot.

    That must have been it, the order I tested the '=' since i just removed the else and it worked. Maybe i was accidentally doing something else to it since I just disabled a group of events... weird.

    Thanks.

  • For Each loop, or manually sorting through a counter

    but

    You can do this:

    Every 1 second>>>

    Enemyslime coinflip == 0>>

    set Enemyslime.Coinflip = random(1, 3)

    Enemyslime.coinflip == 1>>>

    set toggle to <left>

    Enemyslime.coinflip == 2>>>

    set toggle to <right>

    see if this starts choosing them better.

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Itenimum1

Member since 12 Jun, 2015

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