vascco's Recent Forum Activity

  • Thanks for the article.

    Basically, the three things I try to optimize are: Physics objects, Mesh distortion and For each loops. All this works fantastically when there is an optimal number of objects, and when there are a lot of them, then there are minor problems in cpu and gpu %, but it's all solvable.

    Now my plan is to reduce the number of physical objects, divide the objects with mesh distortion into groups that will never work at the same time, and to rewiew each part of the project, and all the above instructions, how I can improve the for each loops.

    For example, in the case of a large number of physics objects, the real-time management of stepping iterations, if the algorithm of the project allows it, can reduce cpu up to about 10%.

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  • Many thanks for the clarification. Then I will go in that direction.

    On the current project I have few hundreds of active objects at one time and I am now optimizing wherever possible.

  • Good idea, thanks. I'll check through the debugger.

  • Hello,

    In the case of picking family objects using an instance variable only, which option consumes less memory: Through System->Pick by comparison or through Family->Compare instance variable?

  • I didn't know that request URL can call array from files.

    Thank you very much oosyrag

  • Hello colleagues,

    I have 200 array files and each array represents one level configuration.

    Since the AJAX request has a file dropdown menu, would that mean I have to make 200 AJAX requests, which seems to me that my approach is wrong, considering that there can be a much higher number of levels than 200, so that would be a lot of request lines.

    Is the solution to create an one array, with depth (Z-axis), where the depth would represent the number of levels, so import could be done with a single AJAX request, or is there a better approach to do it, with one loop?

  • Thank you dop2000 I'll take a look at the demo.

  • You mean in a side view game? Why can't you use Platform behavior? You should be able to configure all the settings - max speed, jump height etc.

    As far as I know, the Platform does not have the ability to set the exact coordinates where the player should jump (point B). Also, a jump cannot be performed if there is no solid surface below. Or I am wrong?

    I've solved this through qarp expression and variables for speed, acceleration, deceleration, and jump height, but I'm curious if it can be done in an easier way, through the already built construct 3 behavoir.

    I tried MoveTo (X and Y position) + Tween (Y ping-pong); MoveTo (X and Y position) + Sine (half vertical period for parabola), but I couldn't solve it.

  • Hi, is it possible to do a parabolic jump, from point A to exact point B, with jump height, max speed, acceleration and deceleration, with Construct 3 behaviors only? Let's say MoveTo + anything else?

  • It looks like you said Tomycase, and this works nicely.

  • Hi Tomycase, thanks.

    That's what I thought, but I wanted to make sure it was the right way to go.

    Within the System Condition docs, for Else it says:

    Run if the previous event did not run. Note that this condition does not pick any objects: if it follows an event that picks objects, in the Else event all instances revert to picked again. Else can only follow normal (non-triggered) events. It can also follow another Else event with other conditions to make an "if - else if - else" chain.

    What does this mean: "if it follows an event that picks objects, in the Else event all instances revert to picked again"?

  • Hello to all,

    I noticed that "Else" can work afterwards "Pick by comparision" condition, if no instance is picked.

    If "Pick instances" works as a loop then else shouldn't it be able to go after, or I am wrong?

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vascco

Member since 12 Feb, 2017

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