YoHoho's Recent Forum Activity

  • > Error 404

    > https://dl.dropboxusercontent.com/u/191 ... index.html

    >

    Yeah it was an old post and dropbox drop support for hosting. I've updated the links.

    Am I going crazy in that I cannot find your Dropbox link anywhere in the thread? I would like to take a look at it.

  • ...

  • Are you using LiteTween? Here is how:

    https://imgur.com/M5xpu8z

    Would you mind creating a .capx of how this would work? I'm not even sure I have the behavior installed after getting my new PC.

  • >

    > > I would just go with a seamless fire animation made in 3rd party software and import it back into Construct. Its actually 'lighter' on the CPU. If you insist in doing this via Particles plugin - make them spawn with random X offset, set grown rate to something below 0 (like e.g -16) + Destroy when fade out. To get different 'flame' color - apply 'yellow to orange' gradient tiledbg on top of it. All above with Addictive blend.

    > >

    >

    > This was something I was wondering about. What is more taxing on CPU game performance: using Construct 2's effects/behaviors/plugins on sprites... OR importing an animated sprite that has the look of effects/behaviors/plugins?

    >

    The more GFX assets your project has the bigger the overall download and more VRAM being taken.

    The more shaders/effects you use and the more objects you have on screen - the more CPU taxing the game becomes because Draw Calls requires more horse power. And high CPU usage = low FPS. Plus, if we are talking mobiles, most shaders doesn't work on them at all, on older devices.

    As of Behaviors and plugins that's a totally different case and should never impact your CPU/GPU if they are done right. Well, with an exception of hardcore physics plugin usage

    OK. So let's try an example like 'dust' - the player LANDS on a platform and 'dust' kicks up from the player LANDING on the platform. Which would be more efficient for Construct 2 to have: the use of 'particles'/sprites with physics OR having the player sprite with a 'dust' landing animation?

  • I would just go with a seamless fire animation made in 3rd party software and import it back into Construct. Its actually 'lighter' on the CPU. If you insist in doing this via Particles plugin - make them spawn with random X offset, set grown rate to something below 0 (like e.g -16) + Destroy when fade out. To get different 'flame' color - apply 'yellow to orange' gradient tiledbg on top of it. All above with Addictive blend.

    This was something I was wondering about. What is more taxing on CPU game performance: using Construct 2's effects/behaviors/plugins on sprites... OR importing an animated sprite that has the look of effects/behaviors/plugins?

  • Wow. I actually got some assistance in such a short time!

    Both .capx's actually work very well and are pretty much what I was trying to do (and still can't figure out why it wasn't working before). 99Instances2Go's .capx is the one that really racks my brain. How are the events with the 'blank' conditions even working?

    I hope I can easily make some adjustments so that I can get the builds to work the way I want. I started this project over a year ago so that's why it wasn't very organized. After all of this time I went back to it and started to build upon it again. Thanks to the both of you!

  • I'm working on a project where after you focus on a particular block enemy in lay, you then zoom in on that enemy and can attack it for a limited amount of time. For some reason, I can't get my countdown timer to reset and begin its count after focusing a 2nd time. Also, the HP for the lower right block isn't registering properly.

    I've tried using a global and an instance variable with a timer and I still can't get this to work. It seems like a glitch that has happened in several of my projects but I know by now that you can't declare something to be a glitch if your own events are the problem. Here's a capx file to look over: https://www.dropbox.com/s/b2a0knlj64cz1v7/BBTap%20Focus%20Test%201.3.capx?dl=0

    If anyone has the solution then please let me know. Thanks.

  • Although the family instance variables are used and apply to all family members, they can be set separately. So if you have a family instance variable BulletDam, it will appear on all bullets as a variable but Bullet A can be set to 10 and Bullet B can be set to 20.

    So you set the individual bullets A and B up on a sheet, where they have their default values for BulletDam. Then when you do the general event if Family Bullet is overlapping Family Enemy, subtract Family Bullet.BulletDam from Family Enemy, in just one event you can set up something where any bullet overlapping any enemy will subtract its own damage from the enemy. I think that's what you wanted, in just one event.

    Can you provide an illustration of this using pictures, like the tutorials? This was something that I tried to set up but I wasn't sure how to get the individual instance variable values to work properly. I'm not sure how this is to be arrange in an event sheet.

  • ...

  • I haven't begun to look over how arrays work via tutorials, but I'm wondering about how it will affect my projects.

    1) Is there a limit to event sheets being used solely for storing values for different objects?

    2) Does it have any effect on a project's data size/running speed/etc?

    3) Any good array creation tutorials? Because I haven't come across any?

    4) Is is easy to simply copy data from an event sheet and apply it to an array?

    Once again, Construct is SOOOOO much easier to use than the other 2D game engines I've tried that I wish I started using it so many years earlier.

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  • Played it again.

    What is the player's hit box?

    you can see it in my last post do you think it is too large

    Super large enemies sometimes have bullet collision even after death.

    do you mean you can still hit them with your bullets even after they die because that should not happen when an enemy dies, it deletes the original object and spawns the appropriate dead object

    Spacing is still an issue: because the game is horizontal from Left to Right, having enemies that appear bottom left AND follow the player closely guarantees damage.

    I do regret making the screen as small as it is I originally decided they make it that Samuel and the sprite as large as they are so it could be easy to see on mobile screen

    Can you even get through the game without getting hit?

    probably not since most enemy attacks are done by random that's why I gave the player a reflective shield and the health bar instead of a one hit kill

    The size of the hitbox might not be an issue if it was clearly indicated in-game (highlighting it would help). Some of the larger enemies that don't disappear I feel either block bullets from hitting enemies behind it... OR there was so much stuff on screen that I couldn't tell. I have no idea how the reflective shield actually works. And you should never make a SHMUP where you could never get through the entire game without getting hit. I'm not even sure if there's a game developed in which you could never avoid taking damage other than RPGs.

  • Oh boy.

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YoHoho

Member since 31 Aug, 2015

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