danialgoodwin's Recent Forum Activity

  • Well, whilst it is still good to learn how to use Arrays, I have another idea for you.

    You can get a full working example of an "endless flight" game in the Construct 2 program.

    1. Open Construct 2

    2. Go to File->New (or use Ctrl+n)

    3. Search for "Template: Flying along" and open it

    And, there you go. An infinite flying game that is well-commented and easily expandable. Also, there are no arrays involved in the making of this endless flight example.

    I hope this helps.

  • Sure thing. Would you mind posting a picture of the conditions and actions where you think the problem is? Then it will be much easier to tell what is going wrong.

    But, basically, it sounds like you have an Unreferenced object, which is the most likely cause of this issue.

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  • on each layer I have a number of objects which should be active only when the layer is shown for the first time. before the layer becomes visible or after the following is shown - the objects must stay inactive.

    Could you give a hint on this, please?

    I'm not sure how you project is set up, but one idea is that you could put your specific-layer events in different Groups, then activate/deactivate those groups when you change layer visibilities.

    Also, another idea I'm not sure if you ruled out yet.. It almost sounds like you could be using different layouts instead of different layers for your game, since they seem independent from each other..

  • I was just researching how to handle the different view states of Windows 8. This seems promising. But, unfortunately, it didn't get any replies waay back in April 2013.

    So, now that ten months have gone by, does anybody here have comments about this or how they organize their Windows 8 snapped views?

  • Lpgfinmarkus, what method did you use?

    I would like to suggest adding the bullet behavior to your AI sprite. Then, in the event sheet, create a condition that says System."Every X seconds". Then create an action that changes the sprite's bullet angle of motion.

    That will allow your sprite to wander around aimlessly.

    There are many methods of handling the sprite going off the screen:

    1. Destroy the sprite. Either in the event sheet or using the specific behavior for that.

    2. Use the "Wrap" behavior for the object.

    3. Create a border around the layout so that the bullet sprites would bounce off them. This can be done by using sprites and adding the "Solid" behavior to them.

    I hope this helps.

  • , what seems to work the best for me is to create an event sheet that is a superclass (aka parent class) for all of the levels. The superclass contains all the logic that is the same for all the levels. Then, as LittleStain said, you would include that superclass event sheet in each of the levels.

    Also, in my superclass, I've created many functions that the regular level event sheets can call. It definitely helps the readability of all the event sheets and it makes creating each additional level much faster.

  • danialgoodwin I was under the impression the collision cells were a performance enhancing feature, so minimal is too much...

    I should clarify myself. From the way I understand collision cells, it takes a little bit of overhead to have, but theoretically (and most of the time) you won't notice the very slight drawback because the benefits are much greater.

    Each of those questions I asked provided a use case where there could potentially be more work required for using collision cells rather than using only brute force.

    Maybe you could share your simplified load-testing CAPX? I wouldn't mind running it to test my computer.

  • Congrats! It's like learning all over again. The ability to use Families has been the greatest benefit for me.

    https://www.scirra.com/manual/142/families

  • Would you be able to host the game on Dropbox?

    That way, we would all be able to play it online without having to download the zip, extract it, open it, play it...

    Guide: https://www.scirra.com/tutorials/42/upload-your-game-to-dropbox

  • Lol, I just tried it. Great game, the first of its story-line that I've seen.

  • Ever see a cat chase the dot coming from a laser pointer?

    Maybe your cat has become too lazy to run around chasing it anymore. Solution: Run "Laser Pointer" app on your device to simulate the laser pointer. Now, your cat can sit lazily and just swat at the screen!

    lol

    As I learn C2, games will start off simple. Not much can be made more simple than a single spawn randomly darting around the page.

    You can try it for free:

    Windows 8: apps.microsoft.com/windows/app/laser-pointer-for-cats/b45f6681-cbfd-45a9-a472-2f5eeb2a734a[/li]

    • Danial -
  • I haven't done any load testing yet, but that's pretty weird. The collision cells should have a very minimal performance loss. These question may help narrow the problem.

    • In your build, are you having all your objects randomly placed in the window? (as opposed to clumped up in one small area)
    • How large are your objects?
    • By "brute force optimized" build, do you just mean that all the objects have rectangular/square collision bounding boxes? Or is there more?
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danialgoodwin

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