TiAm's Recent Forum Activity

  • This is a great, great idea! Will do it in the future for any posted examples.

    One idea:

    Should have an indicator on each page to say what version of C2 the example and capx is from.

  • I've really never done a lot of online multiplayer, except for losing a few hundred hours to quake live (had to delete it off my computer finally...really fun, but too distracting and addictive).

    That being said, racking my brains, the two games I'd love to see would be some kind of turn-based strategy like advance wars/fire emblem, and some kind of multiplayer bullet hell game. Now either of those would be awesome. Also, I've always thought something like a MMO 2d GTA would be really cool, but being able to really wreak havoc like destroying buildings, massive car pileups...just total chaos.

  • Guess I've been lucky...no issues with 33 beta, upgrading to 33 stable right now. Hell, I didn't even have any issues with 32. Knock on wood...

  • Would be nice to have a global event search though. If your project has a lot of event sheets, it's tedious having to go to each one and search...

  • I've had an odd problem with the debugger in chrome where it will come up locked at 30fps. Doesn't matter what tab is up. Are you using chrome? That being said, it's not a common occurance; I can usually just bring it back up and it's back to 60. But a couple times I had to reboot...

  • jayderyu

    Thanks. I'm still learning my way around it myself.

    One of the things I'm trying to do now is figure out how to break up collision tests across a few ticks, instead of testing all at once. With the addition of col cells, col checks don't make sense anywhere but the top level now.

    So, the only way I've been able to figure to do it -- and I haven't even tried this yet, but in theory it should work -- is to create a family containing as many duplicate object as I have steps (so, if I want to test every second tick, two duplicates, every third tick, three duplicates, etc), then when I'm spawning these objects, call on the family to generate a random instance. I should end up with about an equal number of each.

    Then, I can have a separate col test for each duplicate object type, and use a timer to loop thru them, only doing one per tick.

    The advantage -- again, in theory -- is that the load on the engine should be more balanced. Lets say col check are taking 60 percent of the cpu when run. If I test every third tick:

    test all every third tick, cpu:

    10,10,70,10,10,70, etc...

    So my average would be okay, but a high hit every third which could cause stuttering on a weaker system. OR...

    test a third of objects(aprox), cycle every three ticks, cpu:

    30,30,30,30,30,30, etc...

    Anyway, all pontificating at this point...hope that all makes sense...anyone every tried this themselves?

  • tulamide

    Let me be the first to say I liked the Extreme Mix better. Yeah, I know, I'm a contrarion... Guess I'm more of an aphex twin guy than a zimmer-man.

    Anyway, fav'd 'em on soundcloud and voted in the poll, but zimmer's site won't come up...oh well, try later.

    p.s.

    Followed you on soundcloud. Check out my tracks if the spirit moves you...

  • I think it's interesting, and wish more people would try it out (I'll try it when I have time). Reason being:

    CC may not be developed anymore, but it's speed was pretty amazing compared to other 'visual programming' game builders of the same era. If C2 can whomp it, or even get close to it (with the handicap of C2's javascript engine vs CC's native export) then that's a real feather in C2's cap.

    Obviously, it wouldn't be a good idea to start a major project in CC at this point in time. I don't think that's the point of this post

  • Chrome stable is still on version 32, but beta 33 just came out about a week ago. I upgraded and it's been working fine for me (tho, I didn't have any problems with 32).

    https://www.google.com/intl/en/chrome/browser/beta.html

    Has a new javascript engine overhaul that runs some compilation on a separate thread. This really helps eliminate jittering and 'jank' in my project(that's why i upgraded).

  • Add some Global variables named 'from layoutX_to_layoutA', 'from layoutY_to_layoutA', 'from layoutZ_to_layoutA', etc...

    Anyway, then just add 1 to them when you leave a particular layout, then check for them on the incoming layout with 'on layout start'. Use that to determine where to spawn/move player.

    Don't forget to clear them when you are done.

    Cheers, T

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  • There is a lot of incredible stuff here... elksign Foxy journey looks particularly impressive...just beautiful!

    Anyway, here a quick pic of my game, WIP bullet hell shooter:

  • Ize

    Yes, please, a capx would be great! This would really be useful for when I'm trying to get my particles looking right. Would be great to have as a template...

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TiAm

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