ErekT's Recent Forum Activity

  • Nope.

    C3 doesn't have any features I really need.

    I would have bought it anyway if it was a one-off license, but the subscription scheme sapped a lot of my earlier goodwill.

  • Hey, glad you figured it out. Was away or I would have replied earlier. Anyways, since you're using the platform behaviour you shouldn't use dt. All behaviours use delta time automatically.

  • Assuming you've structured your game logic something like this...

    Each fighter uses states for different actions and attack moves i.e.:

    Fighter.State == STATE_RUNNING, STATE_ATTACKING, etc...

    Fighter.AttackType == ATTACK_DASH, ATTACK_PUNCH, ATTACK_KICK, etc...

    ... you can check the state and determine an attack from that:

    // someplace that runs every tick
    if (Player.State == STATE_RUNNING)
             if (KeyDown(KEY_PUNCH))
                    Player.State = STATE_ATTACKING;
                    Player.AttackType = ATTACK_DASH;
    
    // reduce movement speed while doing the dash attack
    if (Player.State == STATE_ATTACKING && Player.AttackType == ATTACK_DASH)
             if (Player.MoveSpeed > 0)
                    Player.MoveSpeed = Player.MoveSpeed - 0.5*dt;
             else
                    Player.MoveSpeed = 0;
    [/code:x4wjc65s]
  • Does it happen only if you play actively for a while, or does it bog down if you just leave the game running without playing as well?

    What does the task manager say about memory usage over time? Does it grow?

    What does the debug profiler say about cpu usage over time and on different layouts?

  • That could, and probably should, be done via new Animation Editor import features instead. Editing spritesheets is impossible if the images get larger, for example.

    Yeah, it would be limited to cases where the frames don't change sizes. Did you have anything specific in mind on how to solve it with the new animation editor?

  • There are many users who specifically, actively do want the engine to be optimal. I also have not seen any evidence any of these features are actually necessary; if you did something like produce numbers showing high memory use due to spritesheeting or something like that, it would significantly strengthen your case.

    I'm not after performance. I want to be able to edit whole batches of sprite animations by accessing sprite sheets/texture atlases directly in the editor. As it is, I have to spend hours replacing sprite frames one by one if I want to change tweak some colors or anything else. With in-editor access to sprite sheets I could do that stuff in minutes.

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  • I am really against any micro-management features like tweaking how spritesheets work. It is time consuming when we have stacks of other far more interesting and useful things to be working on, creates difficult bugs which only happens with certain combinations of settings, is confusing to new users, and users who don't have an intimate understanding of the engine can easily actually make things worse for themselves by naively choosing the worst option. We already see this a lot with the "downscaling quality" option, where people choose "high" for no reason, which adds probably 50% to the memory usage of the game for no benefit. It's really hard to explain to people how to use these options correctly.

    You're really hamstringing your software with this mindset. Quite a few artists have been asking/begging for this in the past. I've been asking for it since 2013. It really is a big deal if you have an animation-heavy game.

    Still, you dismiss it on some wishy washy usability principle?? This is usability right here. Tuck it away out of reach for beginners if you think their minds are so feeble they can't deal with its presence. Jeez...

  • This page explains different blending modes, including multiply, in Photoshop and GIMP:

    http://emptyeasel.com/2008/10/31/explai ... ay-screen/

    I tried those images with the multiply shader in C2 and it looks the same.

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  • I've experienced the same thing; too many sprite objects in a layout and the performance gets bogged down. I had to combine a lot of sprites I'd used as tiles, background decoration and whatnot, to get performance back up. Whatever the reason, it *is* an issue on my end at least.

  • Wouldn't one of the regular warp effects work for that, listed under 'Distortion'?

    but yeah you are right, the clock thing is easy to cheat, unless you have a user login system - which you do.

    Thus construct3 can check the user account to get the number of minutes that user has spent for the day - that stuff can be tracked on your server

    Hell even this forum tracks how many minutes every user is logged in.

    Yeah well, I saw a user on here recently who hacked his account to have a million reputation points or whatever, along with all the badges. He had 2 posts total I think.

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ErekT

Member since 17 Dec, 2012

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