Grymligast's Recent Forum Activity

  • If my understanding is correct, the array object should be loaded when you arrived to the layout it is on. This implies that it should be beneficial to move the arrays to the specific layout they are intended for.

    Thanks very much keroberos. It might actually be beneficial to do it that for me as some of the "zones" I can just ctrl-c ctrl-v and edit the arrays as I see fit.

    But regarding "whether they are loaded so quickly that there's no performance hit", this is actually a platform question and you must test on all platforms you wanna publish on. Obviously, desktops should be able to crunch through without any framerate drop, but for low-end mobile phone, this might not be the case. So which platforms are you publishing to need to be tested.

    This is understandable, thank you. I think the arrays in the game will be the most demanding, it's very simple in terms of everything else. I have a first gen Moto E and iPhone 5 laying around so they will be my test beds. I'm not concerned with PC at the moment as i've no plans to steam release.

    Thanks for the info!

  • Hi all,

    As i'm going through my game I realise that i'm a bit heavy on array data. I have around 10 different arrays at the moment and that is going to increase to 35-40 by the time i'm finished (and then some for updates). Some arrays are small and hold temporary data, a couple are quite large for NPCs and loot per different layout.

    At the moment the vast majority of these are on 1 layout/event sheet which is my UI layer (basically a hidden layout no one can get to as the previous layout has "load layout, then go to next layout upon load complete").

    My question is are all the arrays loaded when I get to this layout (thus having a load effect when getting to the UI layout)? If they are, would it be beneficial to move these arrays to the specific layout that they're to be loaded for? Or are they loaded so quickly that there's no performance hit?

    Apologies if it's not clear, I just don't want to carry on the way I am if by the end of it there's a long delay whilst data is loaded.

    Cheers

  • Sure you can! A 2D array should suffice. x could be mob names and then all the values on the y axis could be attributes for that mob. eg

    (0,0) = Skeleton

    (0,1) = resistance fire

    (0,2) = rarity 5

    (0,3) = HP 100

    etc, and then the next mob is at

    (1,0) = Gremlin

    (1,1) = resistance water

    (1,2) = rarity 15

    (1,3) = HP 50

    and so on. Just make a note for yourself somewhere of what each Y-coordinate is for. Ie (x,0) is name, (x,1) is resistance, (x,2) is rarity, etc.

    Thank you very much mikehive

    Next stop the combat system! Though with the idea of automating the most part, hopefully won't be very difficult.

    Thanks again.

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  • Hi all,

    I've started putting together an array for my mobs. The array currently consists of:

      mob name mob rarity drop rate drop rarity "animation" frame (which is just a static image of the one of the mobs).

    The array value is currently 5,5,1 as i'm only testing with 5 mobs at the moment.

    To give you a flow of how things go:

    Player enters an area

    The system will choose a random mob from the array to fight based on mob rarity.

    The combat will be automated and is output to a combat log for viewing.

    Now I obviously don't want the mob to die in one hit, so could I add further details to the mob array like health and resistances? So the combat log shows the Player (which has global variable HP) and NPC (which would have array HP) "duking it out" until one is dead.

    Apologies if this isn't clear, i'm still learning the whole array thing!

    Thanks

  • I've updated the capx to give more of a visual clue as to what i'm trying to achieve. I'm almost certain i'm getting the variables wrong.

    So anything outside the red circle shouldn't be heard at all.

    Once you pass the red circle to in-between the red and green you should now start to hear the fire.

    Once you pass the green circle the fire should be playing at normal sound

    https://www.dropbox.com/s/djqkat95phbg8 ... .capx?dl=0

  • I'll try to give it a look tomorrow, but for now, have you set the listener object to the player?

    Thanks, and that's first thing on the event sheet

  • Do you mean like a combat log?

  • Hi all,

    I'm having some issues with Positional Sound.

    Little bit of info; I'm doing a game in portrait 1080x1920. The top(ish) part of the screen will be a zone map; so showing things like trees, streams, fires etc, so fairly zoomed out.

    As it's more of a zoomed out view, I only want the directional sound of the object played in when the player sprite is almost on top of it (so play when overlapping isn't an option as it will be too late when the sprites overlap), and fading to silent when moving a little bit away from. Hearing the fire from the other side of the "map" sounds stupid, but for the love of me I can't work out the settings to what I'm trying to do.

    Is anyone able to just give me a nudge in the right direction? It's very likely i'm not understanding the parameters of play at object. I've read the manual and can't see anything in there, i've also looked at the position audio capx, copied sound at object settings too and it's just not working as i'd like.

    Thanks for at least reading my rambling!

    [updated] https://www.dropbox.com/s/djqkat95phbg8 ... .capx?dl=0

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