tarek2's Recent Forum Activity

  • Hi travellers,

    I worked on the weather which will be included in the next update, I'm quite proud of the result :)

    • Procedurally created clouds.

    • Changing the weather in real time.

    • Variations of the rain according to the rate of humidity, speed, density of the clouds.

    • Appearance of thunderstorms and lightning depending on certain climatic conditions.

    A few more settings to optimize everything ;)

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    Very beautiful Train))

    It catches my attention that 81% CPU as I dont see anything in there that will cause that high CPU value so you may wanna check if you have something that is hitting that performance.

    Good luck and keep it up!

  • > Is the same as an "Every Tick" event.

    >

    >

    > I like to leave them empty so I can identify them quickly while looking through my events.

    Ok, it's because I wonder if empty doesn't tire the system more being a faster reading than every tick,

    Is the exact same thing no worries you can use either of them.

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  • Have you seen the new "Path Groups" in the Path Finder?

    Link: https://editor.construct.net/#open=pathfinding-groups

    Example:

    Without "Path Groups":

    Here is how it will look normaly when a group of objects tries to find a path, they will all overlap.

    And with the new "Path Groups"

    They will try to find an alternative paths so they dont overlap much

  • Is the same as an "Every Tick" event.

    I like to leave them empty so I can identify them quickly while looking through my events.

  • Use "is touching" instead if you need continuous moving as the On Tap is a "Trigger once"

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  • Jesus (18K Grass objects + Effects + Sine Behaivor) thats a lot))

    I assume that you saw my last example with Tiled Backgrounds but you still want to do it with single objects right?

    If you want to go that road then the first thing you need to do is to keep the Grass object count under control. So we can do this by setting a max Width size for your Spawner so they dont get too long and then we can calculate which one is near the viewports (Left or Right) and then (Spawn or Destroy) the grass.

    If the spawner is too long then you will be spawning more than you need as some of them will spawn offscreen, so by keeping the width sort you can control the spawn by just spawning the necessary that will be on the screen.

    I modified your project:

    There are two options:

    1-(Spawn & Destroy) as you need but I dont know how big your levels are. so you could have issues with "Garbage collection" and run in some stutters but as it is now I haven't noticed any, it runs quite smooth in my laptop.

    https://www.dropbox.com/s/ex6nvd9vp00wwnh/grass_test5.c3p?dl=0

    2-Options2 is by recycling the Grass so you dont have to keep (Destroying & Spawning)

    So here will only spawn a grass object when there isn't any grass available to use, which is good for "Garbage collection".

    Test them both and see which one works better for you.

    https://www.dropbox.com/s/iga84y9wm6zsdez/grass_test6.c3p?dl=0

    On my laptop runs quite well:

  • This is what I got when I try to open your cp3.

    Dont you have a capx?

    Hoh sorry I missed that this was for C2 forum section.

    This will replace all the (Tiles = 4) with (Tile = 15)

    Here is C2 Capx:

    https://www.dropbox.com/s/97ey9ympgqxo7p6/TileMap%20ReplaceTiles.capx?dl=0

  • Hey, thanks for your ideas.

    Could you descant a little more about the second method?

    This will create 5 trees at any random (Tile = 4) every time you click spawn trees:

    https://www.dropbox.com/s/kioy77a9xe323wu/TileMap%20Spawn%20Tiles.capx?dl=0

  • I like the TiledBG method, and it also supports tile randomization now, so you can make your grass look random.

    Yep, I like the TiledBG too, also you wouldn't have to worry about any performance issues.

    Indeed the new Randomization + Mesh deformation to skew the Grass to give that grass-moving effect can give great results.

  • Something like this?

    Example:

    https://www.dropbox.com/s/b2dkvbrnbr5vcb5/Grass%20Spawner1.c3p?dl=0

    having the best performances

    For performance, I will definitely use Tiled_Background, Preferably (2 or 3) variations and choose one random. This is if you need some randomness if not then you can use just one.

    I will try to make an example if I have time.

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tarek2

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Member since 26 Jan, 2016

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