ome6a1717's Recent Forum Activity

  • Thank you!

  • ry2009 - Thanks for the response.

    Ashley - can you confirm this please? I just want to make sure before I rip apart my code.

    Thanks!

  • I you have 4 different bullet sprites and 1 enemy sprites, does it change the performance at all if you were to have individual "on collision" checks per each sprite INSTEAD of putting all 4 bullets in a family and have 1 collision check?

  • Asit - Anything outside of the "Window Size" is considered off-screen (found in project properties). You can see a dotted line (you will only see it if your layout size is larger than your window size)

    - this could be huge if there were a way to optimize collision checking for objects on screen. Frame rates in some cases could increase exponentially.

  • ramones - Interesting. I'll have to try this when I get home.

    If this does work, how would I get a less "abrupt" stop and more of a fake "physics push" at the end of the dash?

  • Thndr - true, but even adding conditions such as "on mouse click" or "variable = x" before utilizing a collision check which should nullify the logic tracking doesn't seem to do anything with the framerate. I've even implemented a debug button that deactivates every line of code, and then fps still barely changed.

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  • Asit - off-screen as in out of view, but within the canvas.

    However, contrary to popular belief, having tons of objects (even the same objects) off-screen will still affect performance even though they're not being rendered.

  • Has anyone been able to make a plug-in for this? This seems to be a standard feature in games.

  • - I actually haven't tried without else; it's really just habit.

  • It doesn't work with timer either. It must be an issue with the "move at 1500*dt" event. I'll try doing what you suggested with setting the end location to snap, but since the camera keeps to the player position, it might look strange. Still no indication as to why yields random results...

  • Okay so I tried setting project fullscreen to "OFF" and creating a list of all resolutions. Just as a test, I set the resolution to 640 x 480 and set the canvas size to 640 x 480 and requested fullscreen - centered.

    Everything looked as if it was shifted to the left and down a bit. What am I doing wrong?

    EDIT: I think I'm thinking I'm changing the window size when that's not the case...There's no way to change the project window size, is there?

  • Yes, changing the canvas size is the way to change Resolution. it's up to you to compensate for the fact that everyone will have a slightly different gameplay experience.

    sqiddster - How do other games usually do this?

    My idea is to set the ui elements to the anchor behavior and the let the canvas change without altering any of the art.

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ome6a1717

Member since 12 Feb, 2013

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