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  • I was wondering what the link was. Ha~ thanks xD.

    Good Luck in the winnings- and congratulations in the 1 million.

  • 1. Try setting timescale as it may be making 5-10 seconds happen really fast. It is a system event.

    Note: Set the timescale first. Also during debugging try setting wait to 10 just so you don't get confused by the inconsistency of random.

    2. Why even have that init_combat variable in this case. You can remove "every random(5,10) seconds" and turn it into--

    "On start of Layout" -> Wait random(5,10) -> Go to Battle

  • When it comes to invisibility it stops the need for draw calls. Plus an object outside the screen might automatically become invisible but, I'm not sure. A single draw call consists of something being drawn to the screen. (Note: A single object can require multiple draw calls). Just know that something being invisible stops its draw calls but doesn't stop it from existing.

    This is important because you can turn an entire game invisible but everything still exists in the layout. Everything is still being calculated and is still utilizing the Construct 2 event sheet where applicable. Destroying an object stops it from existing in the layout. Thus, the CPU doesn't need to spend time dealing with that object (the object is just held in memory allowing you to create it again).

    When it comes to different layouts I found myself preferring multiple layouts. The problem with one single layout is it can get stressful to stay organized as time progresses. You can end up having too many layers and tons of event sheets that become confusing.

    You are creating a sandbox game. The definition of Sandbox Game surely can differ from person to person. However, Sandbox =/= (doesn't equal) Seamless World. A seamless world is a world the gives the illusion of no loading. You can still put loading screens into your sandbox game.

    Let's say you do want to keep the seamless world though. Well, having multiple layouts "next to each other" and making it seem seamless can be difficult. Since the layouts are not literally next to each other. I can foresee some development headaches with trying to make it look seamless. Imagine NPC's and other objects in the camera when you cross over layouts. Making it smooth and without bugs, potentially more trouble than it's worth (worth to you, and the players)

    I wont attempt to hinder any creative vision of another. I will suggest that you consider staying with the Sandbox Game idea if that's truly what you want. Just further consider removing the seamless world idea. Instead of that try to implement short (~1-3 second loading screens). The player can still get the idea of a large living world without the game being seamless. That's the enjoyment of game design. You don't have to stick with a method because it works (seamless worlds) especially if it's overly complicated. Just find a way that's less likely to cause problems and make that work for you.

  • About the Map

    I recommend not making one massive png map. Splitting them into separate png files might work. Then just create the png object when the player becomes within a range that implies that they'll likely interact with that area. This means, not actually loading the image in until they become within a reasonable range.

    This is because the engine will constantly be trying to understanding where objects are, what the object is, what the object has, and what the object is doing. This can be taxing on the cpu. This is especially the case if the object is doing events. For example, if you have NPC's walking around and talking while and you have 50 of them- that alone can take cpu even when they're nowhere near the player.

    About Culling

    Think about culling methods. If you measure distance to a blank sprite off in the distance you could trigger a function that creates more of the map at a certain location.

    Unity does a good job explaining two types of culling in the first paragraph here (quoted below)

    "Occlusion Culling is a feature that disables rendering of objects when they are not currently seen by the camera because they are obscured by other objects. This does not happen automatically in 3D computer graphics since most of the time objects farthest away from the camera are drawn first and closer objects are drawn over the top of them (this is called "overdraw"). Occlusion Culling is different from Frustum Culling. Frustum Culling only disables the renderers for objects that are outside the camera's viewing area but does not disable anything hidden from view by overdraw. Note that when you use Occlusion Culling you will still benefit from Frustum Culling."

    Occlusion Culling stops rendering objects that are blocked from view.

    -> Think of objects inside a building

    Frustum Culling stops rendering objects that are outside (too distant from) the camera's view.

    -> Think of objects thousands of pixels away

    Culling in this case would be destroying objects, closing related groups and so on. You want objects and events only bother the cpu when they absolutely need to. Even if you want NPC's moving dynamically you can have NPC's walk around for a little while when they're too far away from the player. Then when the player returns just have the NPC resume movement or randomly created in select set location that are not too close to the player. This way it looks like the NPC was moving while the player was gone. Illusions =]

    Start Small; Build Inside; Build Outwards

    Creating a big map straight away will make it hard to impossible to apply logical methods. It will become very difficult to debug. You wont be able to pinpoint the direct cause of issues and finding a solution will become too time consuming. Create a few things you want in your sandbox and test them. Try putting in some culling methods, even when the culling is only 100 pixels away. This way you know that it works.

    Populate your small map with the things you have in-mind. This way you get a handle on everything on a small scale. You'll be able to visualize and understand what you're working with. Then, branch outwards. Take what you've created and learned from the small map and replicate it. Use what you've already perfected and understood to branch out from the small playground area to a larger- and larger sandbox map.

    I hope that answered your question a least a little bit.

    ~ Good Luck, Kossglobal

  • Since this plugin draws to canvas (as mentioned earlier) does that explain why one of these objects hitting the edge of the screen doesn't act as intended?

    This plugin acts differently when exiting different edges of the screen.

    Check out the CapX : https://drive.google.com/file/d/0BzH_Jc ... sp=sharing

    ( If anyone responds to me use ' Index ' )

    ~Thanks!

  • Wrangler rich off a game you haven't release yet.

    And ya, not having a bank account/credit card and having to pay ANY amount is... well... difficult. However, I recommend talking to your parents like HZGaming mentioned. They can probably help you pay a developer fee.

    I think Prepaid Cards can also help too. I've never used one though.

  • Go to the link below and find "The second element of the pack is Div." - Download that file.

    Go Here

  • Would Lerp work in this case?

    lerp(a, b, x) (there is also unlerp)

    Source

    A = Starting Position (such as the X or Y of the object IE. object_name.Y)

    B = Position to Reach (such as object_name.Y + 50)

    X = Percentage or otherwise interpreted potentially as speed. (Ex. 0.3)

    LiteTween might also work -

    Thread

    I personally haven't used LightTween. It looks nice though and I'll likely download it to try it out.

  • You just have to reassign them again for the new layout.

    So if you have an object called "Plane" that is global and on layer "Game" on one layout

    Then when you load a new layout, you just add:

    Plane move to layer "Game"

    Was that what you meant?

    Yes. Although I was hoping an automatic workaround was made. Seems odd that it's not provided by default.

    Thanks though. I'll probably end up having to do that.

  • Switching layouts keep the Global Object on a layer number.

    This is problematic when layouts have varying layers.

    Is there any way to make a global object adhere to layer names and not layer numbers?

    Reason: Global GUI that is always on (or near) top.

  • Wii U export??? I most definitely missed that bit of news! That is awesome!!!

    Surprised you missed it. I got like two emails, probably saw multiple tweets, the blog post appeared and I think there was a facebook update about it.

    They really wanted everyone to know and you failed them. How dare you.

    =]

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  • Why not set the global variable back to 0 (or whatever you need) upon layout start?

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Index

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