unlikely's Recent Forum Activity

  • Haha awesome, I was about halfway through creating my own path system! Now I can focus on the actual game creation. Thanks!

  • Win 7 Pro x64

    Runs very well. Impressively, in fact. No issues / errors from start to finish.

  • I read that AT&T wont allow 3G/4G downloads of games over 20mbs so I might be good. Just can't make the 12 levels I wanted Oh well 5 or maybe 6 I guess. with different modes for each like time attack or something???? I'll figure it out.

    I bet it would be in good practice to take the time and redo my images but darn. I wish I was a game studio i'd get a lower level to do it. lol

    ... Keep in mind I want the true version to be on facebook afterwards

    You are definitely going to want to check on your image sizes / formats. The main thing that is going to increase your overall size is the size, number, and kind (format) of images and sounds you are using. A fewer number of object instances is not going to noticeably change your overall game size. Also, a fewer number of levels is not necessarily going to affect your overall size much either (maybe a little). The main thing is the total number and size of your images as far as download size is concerned.

  • p.s my game so far is 45 mbs unpacked with two levels is that too big?

    My main question is: what do you have in your game that is so large? Is it necessary?

    Yes, that is probably far to big for most smaller-scope games, especially if its delivery mechanism is over the internet. Remember, whoever plays your game (if it's on the internet) has to download it (whether streaming or otherwise)! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ah, yes, that looks fairly close to essentially what I'm after. It's not exactly what would be ideal in my situation, but it will certainly be helpful--I'll check it out. Thank you! <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Yes, I see.

    I'm still trying to figure out the best way to implement a path (not pathfinding, just path) system. I have started working on a plugin, but I am not sure I can get it to do exactly what I want. I'm also not sure precisely how to implement it, whether it be simply an array of points that also contain information about smoothness of the path there and relative speed adjustments, or something more simple.

    I guess ideally I would have a path object with nodes that define the path and how the path is parametrized... I could ask the path for the position at a specific "time" along the path--a parametrized curve.

    Sorry, I don't know if any of that ramble made sense, but that is my goal.

  • I was working on a node-based path plugin, but I may just try something with this instead. Thanks!

  • Mmm. Great summary, thanks! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I don't know enough yet about Construct to comment on this for sure (still really new to Construct), but if I had to guess, I'd think that option 1 would be slightly better. I say this because I would *guess* that Construct does not create all objects in memory from all layouts at the start. Therefore you have fewer objects in memory at a time by splitting into separate layouts. If you have both layers in one layout, all of the objects in both layers are in memory at the same time.

    Also there would likely be a CPU advantage to option 1.

    Like I said, I don't know the inner workings of Construct yet, and the difference is likely to be small from a memory standpoint anyway, but that is what I would think...

    Also it depends on the situation of course. If it is important that there be minimal delay when "switching," layers would be the way to go.

  • ... having a similar "preview and change while you preview" would raise Construct 2 to an entire new level not yet seen before in any other game creator (as far as I can remember)...

    Unity lets you do this... to mitigate any issues that might crop up, everything changes back once you stop the "simulation."

    Agreed, would be very cool, but probably hard to implement in Construct.

  • So are you:

    • Trying to shoot multiple shots with one press of the button, spaced 0.1 seconds apart,
    • Trying to shoot multiple shots while the button is held down, spaced 0.1 seconds apart, or
    • Trying to shoot one shot, delayed 0.1 seconds after the button is pressed (or released)?
  • class Reply{
    
    public static void main(String args[]) {
       System.out.println(loadMe("josh.config").reason);
    }
    
    public static Person loadMe(String configFile){
    
       Person me = new Person(configFile);
       me.age = 25;
       me.reason = "I have been programming in some form for ~15 years:
    Basic -> VB -> C++ -> Java -> Web Stuff -> Construct, with others
    interspersed. I found Construct while looking for a prototyping
    solution for web-based graphical programs. I love it. I also know
    straight up JavaScript, but why bother when there are great tools like
    Construct available? I also write music and get along alright with
    art, so I thought that I would give game development a go, even though
    I haven't really done more than dabble with it before.";
    
       return me;
    }
    
    }
    

    <img src="smileys/smiley1.gif" border="0" align="middle" />

unlikely's avatar

unlikely

Member since 25 Feb, 2012

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