sqiddster's Recent Forum Activity

  • TiAm thanks!

    It's not really practical for me to have all sfx under one tag since I need to do dynamic volume stuff in a few places.

    It's nice to hear that they are processed in another thread - I guess that means I don't really need to worry? I'm not targeting mobile.

  • Hey all,

    I'm experimenting with audio effects like convolution. However, I've read that effects like this are often quite costly performance-wise.

    Is there a good way to measure or just get an indication of how expensive certain convolutions are, when applied to every sound effect in the game?

    Thanks!

    Daniel

  • jobel you might be misinterpreting my capx a bit. It does use 'is overlapping' but the whole thing is wrapped in a function call that you could call how often you want. Also even if all your objects are dynamic the list feature still significantly improve performance since it all happens in an instant.

    R0J0hound thanks for the capx! looks very neat!

    I wonder if the mathematical method could be even slower than the iterative method in larger layouts (with thousands of collider objects) due to the inability to use the collision cells feature?

  • R0J0hound how would you do a math raycast in C2? Collision polygon vertices are not accessible to the runtime, or can plugins accomplish that?

    jobel , one option is to use an iterative raycast method. I believe the best way to do this way is with a binary search, there's example code here:

    https://www.scirra.com/tutorials/902/li ... raycasting

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  • sqiddster - families in families is the same as simply adding both families to one object type, so I don't think there needs to be a new feature for that. I'm not sure families with different plugin types is even possible, because the whole point of families is so you can write your events once. If you go to add an action for a family with both the Sprite and AJAX plugins in it, which actions do you show? What if you run an AJAX action on a Sprite instance or vice versa? etc...

    As for the other use cases, I think the complexity problems I outlined with layer offsets means that it would be better to find a different way of solving those problems, without having to offset layers.

    From a usability standpoint, allowing families in families is very different than saying one object can be in multiple families. Saying it's the same is like saying having families at all isn't needed because you can just copy and paste events for different objects. It makes maintenance so much easier.

    As for your argument about Sprite and AJAX, obviously that would be totally useless. However when it comes to objects like Sprites, tiled backgrounds, text, etc, there are a LOT of common elements, and for something like a manual layer offset it would be very useful to be able to talk about all those objects at once. The sub-families feature also shows relevance too because I'm not going to want to manually add all the objects that could exist on that layer to this family manually.

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  • I have - and yes, the feedback is very helpful!

  • Ashley the main issues holding back Families at the moment are 1. No families in families, and 2. no families of multiple plugin types. I assume either of these would require fairly hefty architectural changes so it's definitely a C3 feature but for large games it really would be a game changer.

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  • What we really need is a more robust Families system so that this can be done trivially in events.

  • You'll need to provide more information. What browsers are you testing on? Mobile or desktop?

    Put together a minimal capx and other people will be able to see if it's an actual bug or just a problem on your end.

    +1, hope a solution can be found soon. I can't rely on 10.5 at all anymore, the game often refuses to load up at all on mac and linux.

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sqiddster

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