Ribis's Recent Forum Activity

  • I load sounds in both formats, just the one is not good enough for edge. M4a is supported.

    It is also my experience of consistently better fps performance by edge.

    ah ok, so I have to reload all of the sounds in .m4a

    Ashley, do you know why chrome is less performance than edge? I mean, there is a very big difference on it... I tried to load the same project ( ) and is 30/20 fps less than edge, and another thing... If I use the debugging mode, in edge run 60 fps!!!, chrome always run 40fps less in every projects in the debugging mode... like (10-20 fps )

    the same project, like 8 months ago was running 60fps in chrome, but in the debugging mode like 20fps... so, edge is so much better in performance

  • Hi all,

    Do you know if the audio works on edge? because if I preview the game with chrome there is any problem about the audio, but with edge doesn't works... I load .ogg sounds...

    Another thing I noticed... I tried one old projects that was running perfect on chrome (60fps) now, I don't know why, in chrome run 30-50 fps without any change in the projects... in edge run so much better... strange

  • i just want to give a badge or a gift when the player plays for example for about 5 consecutive days.

    1 - consecutive day without quit the game (computer)?

    2 - play 120 hours?

    3- play for five day in different days?

    ok, you could try like this:

    1- add an event that every second add 1 to a variable, when a variable is more than 432000 do the event you want, if the player quit the game, the variable will lost the score.

    2- add an event that every minute add 1 to a variable (and save every minut), when a variable is more than 7200 do the event you want.

    3- make the data like 4/3/16 like this= 4316

    if a player play the 4316, add 1 to a variable (because the first time he play the variable would be 0). if the player play another time to the same day, don't add nothing... because the time would be the same 4316.

    if a player play another day, like 4/10/16, will be 41016, so is > than 4316, in this case you add 1 to your variable... and when the player score 5, just do the event you want.

    let me know if is good like this

  • I tried to search it but i couldn't find a "badge" of playing for x consecutive days.

    I dont want the work / project done, i want to know how you guys could do it.

    Thanks and regards .

    could you explain a little bit more? I will try to help you...

    what do you mean with "couldn't find a "badge" of playing for x consecutive days"?

  • why dont you just destroy the button after click on it ?

    I mean when it get cover,,,Then just recreate after than as u want

    if I click the button that is behind the cover it will destroy, and I don't want this...I wan't that if you click on the covered button doesn't have to do nothing...

    I need more layer with different button and cover... I tried to make 2 variables to both of the sprite that said in what layer they are, and if you click on the button behind the cover with different layer that doesn't delete but does'nt works...

    the problem is that, if the cursor is over something... doesn't works properly because the cursor first is over to the cover, and not in the button...the button is behind, so doesn't make any sense to me... Ashley or I'm wrong?

    Thank you very much

  • Hi all, maybe could be a stupid question... but I can't see an easy solution to do that

    I made 2 sprites, one is a button, and another one is a cover of the button.

    I would like to delete the button if I press on it, but the problem is that I can delete a button if is behind of the cover button... and this is a problem.

    I try different solution to do this, but without any success:

    http://www.umbriadesign.it/example/problem.capx

    there is any method to do this easly? I need to use different layer, so the Z order will be a problem... I want like:

    if the button is behind the cover_button doesn't remove, but if it's in front yes.... there is any condition to do that

    thank you very much

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  • Ribis Hello there! I have a problem with your example. When I put whole numbers like 10, 100, 1000 and thus enters a cyclical state and not finish loading all points to total_score variable.

    Unfortunately I searched the error but I have not found.

    That problem is?

    Wenaptic

    try now:

    http://www.umbriadesign.it/example/fancy_counter_fixed.capx

  • I have particles running constantly on my layout. However, when the layout loads, it takes a second for the particles to start.

    Is there a way to pre-load the particles so they're already running when the layout starts?

    I never use particles plugin in my projects, I prefer to do manually... but you can "cheat" by making multiple sprite of the particles when the layout start.

    or maybe setting the different variable of the plugin at the start...

  • it depends how you make the game...

    I see a lot of example with a bad "coding" in c2...

    for example:

    look my video

    I tested my engine made by c2 (the donkey kong country clone) with a layout of 18000*5000 and 5400 sprite and works perfects. (the layout with a tilemap).

    look simple the game, but has 1400 events and the sprite of the player has 22 animation if I remember...

    every person has different logic to do something... the best way is the easy way... I see a lot of people when ask for something and they bad way to do it.

    the same is for unity and others engine... the problem of the engine is when menage the resources very bad or laod something unnecessary for the game...

    unity is good because you can export in native language and you can menage the memory better than c2

  • The problem with that is that I want to have about 100 weapons and this method would be very time consuming my way of having all the variables in a family and setting one weapon active and only choosing the stats from the active weapon would be the easiest and smallest way, only if I could figure out how to use the stats from the active object.

    if you have to make 100 weapons and you don'w want to use one sprite for all of theme (considering 2 animation per weapon) you are right, will be very confusing.

    if you use a similar weapons, you can choose different way to achieve that, one for example is just make an invisible sprite with all variables that spawn just another sprite with the design of the weapons.

    you can also divide the weapons for typology. like make 5 sprite for all weapons... for the variables, you can put into the family and make there.

    it depends how you make the weapons... so I suggest you to try without any graphics, just make a square with different frame of fire/reload and try the best method for you

  • I ran experiments with bouncing most of those terrain objects down to paster objects at the start of the layout. It turned out to be far less efficient than just multiple instances of the same objects (which are never checked for collision). It also takes a huge hit to the vram. A tilemap would either lack the diversity or require a significantly higher amount of work. If I put in the time to do all that, and it has that many possible outcomes, though, it actually seems as though it might be heading more intro the realm of huge vram consumption like the paster objects.

    So I fully understand it looks strange to use so many instances, but I don't see any better solution in C2 and it has an almost negligible impact on performance so long as I'm not targeting mobile (where fillrate would be the problem).

    I like your method how you making the levels, but how big is the layout?

    for example you can use a tilemap (without any collision, just for design) to make some graphics and reduce the instance of the level... it's hard to make the combination with a tilemap, but you can also make 2,3 or more tilemap with different texture and mix together

  • Well.. I've been working on a weapon "upgrade" system. So I have a ton of variables... Pistol_Capacity, Pistol_Damage, Pistol_Speed, Pistol_RealoadTime... Then I have Shotgun_Capacity, etc... SMG_Capacity, etc, Rifle, Grenade Launcher, blah blah blah. I create an event sheet for upgrading all of the pistol attributes. Six jillion lines of code later Im done. Now I copy it. I have to go through each line - selecting each variable - and scrolling through the hundreds of variables to replace pistol_[...] with shotgun_[...]. Now if I could highlight the events, right click and select something like "replace variable" - Have one input box to select the variables present in the highlighted events - select the one I want to replace (say... pistol_damage) - and a second input box i can put in "shotgun_damage" - and presto. Do it for each variable and BAM saved myself an hour.

    look, if you have Pistol_damage and Shotgun_damage, you have to edit 2 variables, make just weapon_damage..

    When I was making a weapons system where it was possible to select different bullet and upgrade the weapons, I made like 25 variables for one sprite with 20 different animation, where all weapons are.

    for example, in your weapon: Pistol_Capacity, Pistol_Damage, Pistol_Speed, Pistol_RealoadTime...etc you made also variables for shotgun? or bazooka? etc... that will be crazy if you make all variable for all different weapons...you have to make a system like a "class"

    would be easier if you make all variable for all weapons, like: Capacity_weapon, damage_weapon, extra_damace , speed_rate, BullePerShot,reload_time, frame_velocity, reload_frame, type_of_bullet...bla bla

    and with this, I remember I made 4 different weapons in 4 minutes, like an uzi, shotgun, rifle shotgun and rocket rifle, just changing the same variable of the weapons.

    you can also saved the variables into an array, or where you want... and if I miss something, like if I want to add another strange weapon, just add another variable or a boolean for that kind of weapon.

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Ribis

Member since 22 Oct, 2012

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