DarkViGaCi's Recent Forum Activity

  • Easy joystick here:

  • Tutorial in my games looks like:

  • "Trigger once" is a handy feature that lets you do something just one time when certain conditions are met. It's great for things like tutorials.

    The problem is that people often misunderstand how it works.

    Basically, "Trigger once" is true only the first time all other conditions in an event are true. After that, it's false until one of the other conditions becomes false. Then, it can become true again if all conditions are true on the next check.

  • You might consider logging the average FPS over the last 10 seconds. If the FPS drops below 45 frames, forcibly switch the option "System > Fullscreen quality > Low." This is a compromise: you reduce image quality to maintain high performance.

  • You might have "heavy ticks." For example, you run a function that processing longer than 0.016 second. This can cause FPS drops even with low CPUUtilisation.

    Another case is a "heavy frame." This happens when there are too many objects on the screen that overlap, and your video card can't render the frame in 0.016 of a second.

  • I just played your game and it was a lot of fun!

    Thank you ;)

    Great! Nice game. I'd like to know how you made the trail of the projectiles.

    I used a third-party behavior to create a trail. This is the only third-party behavior used in the project. An alternative way to create a trail would be using a mesh grid. However, this approach requires a very strong understanding of geometry.

  • I published a playable (beta) release on Scirra Arcade:

    construct.net/en/free-online-games/tiny-tanks-big-boss-70902/play

  • Hello everyone! I've created the template for an inventory and crafting system.

    I've used a visual dictionary editor for storing recipes. The dictionary key is the item ID (the animation frame of the item sprite), and the dictionary value is the recipe itself.

    Try it on Arcade

    Download c3p

  • I don't understand why in this case there's a freeze for a few seconds:

    I expected that enabling the "asynchronous" option would allow the function to run in parallel with the main thread. Similar to how the "Find path" action works with the "Pathfinding" behavior. That is, the action starts the pathfinding process in parallel with the main thread, which avoids performance loss.

    What should I do if I need to create a heavy function that can run for several seconds and I don't want to get the game process frozen for that time while the function is running?

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  • I've added weapons upgrade tree for each tank. To unlock weapon, players need to gather materials for crafting.

  • Battle Gameplay video

    Subscribe to Construct videos now

    youtu.be/2BTjdoxi78w

  • > Is there a way to pick the last destroyed instance of an object? For example, in one tick I destroy several instances and I need to pick the instance that was destroyed last.

    >

    > Is there any equivalent to "System > Pick last created", only for destroyed objects?

    Hi.

    You can destroy in an enumeration loop. Then the last one will name the smallest IID or the largest depending on the loop settings.

    Thank you!

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DarkViGaCi

Member since 29 Mar, 2017

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