ome6a1717's Recent Forum Activity

  • Hi All,

    We're looking for someone who has good experience designing interesting levels for an action-adventure platformer. This position requires no necessary art from you, as we already have an artist on staff (unless, of course, you feel inclined). Total of ~16 stages (large stages, however; think 20,000 x 20,000).

    Please contact me for more details with any examples of your work, if applicable (PM or reply here will contact information will suffice)

  • ome6a1717

    I had made a plugin which could start with fade-in or fade-out then stop audio.

    rexrainbow

    AMAZING!! This has saved me such a headache; thank you! The only thing is the seconds of fade-out seem to not be completely accurate. I did a 1.5 second fade and it almost faded immediately, so I did the extreme 10 seconds and it seemed to take 2 seconds to fade. Regardless, this makes my life so much easier!

  • I'm not sure if you can add to pre-existing stock plugins, but I'd personally love to have an audio action/expression to fade in and out of a specific tagged audio file. Also assuming there would be no performance difference (other than download size), it would be WONDERFUL if music were to use WAVES instead of ogg or mp4 for PC products.

  • volkiller730 - the problem is that I want them on over 15 layers. Not even my computer could probably handle those kind of effects on that many layers.

  • I have a glow/contrast/hue/brightness effect on each layout in order to not have them on every layer, but I'd like to exclude them on UI & other menu/text-type layers (since all the values will be slightly different). My originally idea was to just leave the glows at the same level for each layout and add hue/bright/contrast on all UI & text layers to counteract the layout effects.

    Is there an easier way to do this so I can put an effect on the layout, and have it not affect specific layers?

  • Personally - I do similar to what Chupup Games is saying, but I follow strict guidelines everytime:

    Enemies ES

    Main ES (used for specific events that will be included in EVERY level)

    Combat & Movement ES (used specifically for player combat and movement)

    Global Variables ES (used for ONLY global variables; makes finding things easy)

    Cheats ES (everyone's got to have cheats while testing , but honestly this makes it easier to release your game without thinking "did I disable all the testing shortcuts I made...?")

    Functions ES (ONLY contains functions)

    Menu ES (all menu functions)

    Then for each stage type I'll have an ES, so if you have 10 layouts of "Ice Stage", I would have ONE Ice Stage ES and put everything in there. It's the cleanest way to find things without having a single event sheet.

    Hope that helps!

  • matrixreal - the second one - the first one checks every tick if its overlapping and only does the actions every x seconds, where as the 2nd one checks is overlapping every x seconds.

  • Ashley - perfect. thank you!

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  • If you put:

    every x seconds

    enemy is overlapping player

    Will it use the collision cells even though it's not the top event? If not, how would one do a "check overlapping" less often than every tick while using collision cells?

  • Luna - I came across something interesting you might like to know today. I implemented some new enemies to my game, and quickly found that my collisions per tick sky rocketed to ~400 on idle. This was a stage with just as many enemies and platforms as other stages (in fact, this was the only stage to have all enemies with the platform behavior OFF due to their in-game behaviors). I scoured through event sheet after event sheet disabling events, deleting objects, trying to find what I did to cause this, but EVERY other stage idled at ~20 collisions per tick except this one (and used all the same event sheets).

    So I did the only thing I could think of - created a new layout and copied every object and repasted them in the new layout, and to my very big surprise....my idle is now ~40 collisions per tick. I'm not saying this might be what's happening to you, but I find it incredibly strange. Between the two comparisons, not ONE line of code or sprite was moved or changed. I'm wondering if somehow my layout was just "corrupt" and needed a fresh coat of paint? I still have no idea, but hopefully you'll find the information somewhat helpful?

  • ome6a1717 i get 60 fps smooth with the old nodewebkit (the new one sucks and i think im stuck with it forever) but my pcs is powerful too, but that practice you are doing is very bad, why?? becuase your benchmark is your pc, and that means your game will be intended for pc as powerful as yours only, just becuase in my pc i get 60 fps, that does not mean that all people will have a pc like mine, so i need to understimate my game so it will work in less powerful pc's, you should try your game in less powerful pc's and you will notice that it does not run like you want.

    dont take your pc performance as the only benchmark to see if your game i well optimize.

    This is very true, which is why I have friends that don't have my machine test my game. However, if MY machine can't obtain 60 fps, something is certainly wrong.

  • What fps do you get outside of the debugger? (ie text object set text to fps) The debugger can't really be trusted to that regard sometimes.

    In my game, most of my layouts have over 2k objects with ~130mbs of memory used. Every enemy and play have the platform behavior and have over 50 events per enemy towards their behavior and I can keep an even 60 fps (+/- 5 for the very awful node-webkit jankiness). Granted, I have a high end i7 with a high end nvidia card, so not much can make this machine chug.

    Regarding the collision cells, the events should be layered with the overlapping on TOP, and then everything else as a subevent. I had that issue, too, for a while and then realized that switching it cut the collision checks down by a 1/4.

    Also, it's actually not C2's fault, it's the fact that C2 uses HTML5. It's HTML5 is creating all the limitations, not C2.

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ome6a1717

Member since 12 Feb, 2013

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