sqiddster's Recent Forum Activity

  • Make sure the layer has 'force own texture' enabled.

  • Great stuff, Yann! I will very much like to see your solution to the layer problem. I agree very much that it's very difficult to anticipate all the layers you will need.

  • Good practices (all personal opinions):

    -In my opinion, it's best to use a small amount of object types. For example, there's no need to have a 'tree' and 'rock' object if they have an identical function.

    -Don't use a behavior if you don't use all or most of its features. It will be more efficient to code it out manually.

    -Use 'Every X seconds' sparingly. Timer variables are more easily controlled.

    -Have your layer setup fleshed out before making the first level of a game with many layouts. It's incredibly boring to mirror layer changes across 50+ levels. (@Ashley this seems something the engine could well improve upon.)

    -Put all your code into groups, unless you love scrolling.

    -Resize graphics within C2 to as small a size as possible, otherwise you are wasting RAM.

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  • That note of 'rendering the screen only three times per tick' is interesting. I'm not interested in mobile development, but does a similar (albeit larger) limitation exist on desktop hardware? Does image size have a direct effect on rendering performance? I have heard it said that a GPU can draw any quad at the same speed but this statement seems to negate that.

  • Ashley, it happens for me in Chrome as well. (By the way, that text should say the only difference is their angles, not masks.

  • sqiddster reminding myself so I can test when I get to a C2 pc.

  • Thanks, ASHLEY. I will certainly look into GLSL if I need some more advanced shaders. The hexagonal pixellate and adjust HSL were just for demonstration purposes.

    I just tried it, and it works but does some weird things. Using hexagonal pixellate again as an example, for some unknown reason it's actually turning the image upside down! Oddly, if I set the mask to any angle other than 0 degrees it works. This may well be a specific hexagonal pixellate problem with which I have little interest, but I thought you might like to know.

    dl.dropbox.com/u/41931267/MaskBug.capx

  • Remember that (AFAIK) images go straight to the RAM - so a game like this will be very RAM heavy.

    I'd generally recommend that you don't pre-render your levels like this. It makes editing a huge pain and is very performance intensive.

  • Could C2 be used to create commercial game? What things prevent it to create prototype only?

    Absolutely! Just keep in mind real-time multiplayer isn't feasible at the moment and performance won't be as good as a low-level engine.

  • R0J0hound, fascinating! I'll have to hook that up to a function and make by life a little easier.

  • I'm sorry for not directly answering your question, but I find that HSL values are actually a lot more user intuitive than RGB values. If a user wants 'dark purple' for example, in an RGB system this would require a bit of experimentation from those not educated in color theory. In an HSL system, It's easy to find 'purple' then 'dark' and adjust the saturation if need be.

  • The question is, do you need all those variables, or can you use arrays?

    I.E. are your variables all different, like:

    PieceMoving

    NumberOfPeices

    or are there some related variables, like:

    Piece1Moving

    Piece2Moving

    Piece3Moving

    etc.

    The first case is fine, the second is inefficient.

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sqiddster

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