ome6a1717's Recent Forum Activity

  • So I'm trying to make a legit PC game (2d-platformer) at 1920 x 1080. On most decent desktops, it runs ~60fps. When I put it on my alienware laptop, I only get 40fps, but it's a constant 40fps and is incapable of going over this.    

    I do have quite a few objects on the screen at once - probably over 30-40, but part of me thinks that the game is resizing all of the sprites, and that's why the lower resolution laptop can only achieve 40 fps (I'm using Scale - Integer Scale fullscreen). I also had some friends test the game, and most desktop users were fine, whereas other laptop users that can run Diablo 3 and DOTA just fine, can barely play my game due to bad fps.

    Can anyone add some insight before I spend a ton of money on art and marketing on this - is construct 2 not the way to go for a proper 2d game?

  • Hey Vee,

    I ended up just adding a enemydeath sprite that contains enemy deaths and using the "on destroyed" trigger for the enemies which seemed to have worked. Here's hoping it won't shoot me in the foot later!

    Thanks for you guys' help!

  • vee41 - Hey Vee, the objects aren't destroyed until the end of the animation, so there is a delay on the combo, as well as using a family for this creates a strange result of the comboX variable to increase indefinitely upon killing the first enemy.

  • UPDATE: I've attempted to change the health <_ 0 to "on destroyed" with a specific sprite instead of a family, and it seems to have worked, but I would then have to re-code every enemy's death to destroy the object and create a "death animation" object on the destroyed object (on top of having lines of code for each enemy's score multiplier).

    This kind of feels like a backwards way of doing this...does anyone have any insight on this?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • ArcadEd - thanks for the link. It's helpful, but unfortunately doesn't solve my problem. Since multiple instances of Health < 0 on the same tick, it's somehow considering all of those as the same instance and increasing the ComboX by only 1 instead of the appropriate amount.

  • I'm designing a score system that has a bonus multiplier if you kill enemies within a certain time period. Here's the code I'm using:

    <img src="https://dl.dropboxusercontent.com/u/28104568/Score.PNG" border="0" />

    The issue I'm having is that sometimes enemies are killed at the same time, but it's only registering as 1 enemy. I can't do "on Enemies Destroyed" because each enemy has it's own death animation.

    Any idea why it's doing this?

  • Are you OK with one of the arms changing length? Because that will have to happen.

    I think you're right, Sqiddster. I'm going to try extending the left sprite's length and setting the angle to an image point on the right sprite.

    Thanks for the help!

  • I'm wondering if anyone knows an equation that can basically make this happen:

    <img src="https://dl.dropboxusercontent.com/u/28104568/Rotation.png" border="0" />

    I have 2 objects (one behind a sprite, and the other in front) with 2 different origin points. I want to be able to rotate the right one to the mouse.x/mouse.y position at all times, while keeping the end of the left object always under but not sticking through the right object (see FIG 3).

    The origin points can NOT change due to tons of other code utilizing this method. I'm wondering if I can set the left object's angle using an equation based on the right arm's angle that will change when rotating a 180 arc (from 270 to 90)

    Any help would be greatly appreciated!

  • Kosiam - ah, of course! I can't believe I didn't think of that. Thanks!

  • I'm wondering if there is a way to simplify tons of code by using multiple variables within a single variable. ie:

    Global Variable - Weapon (text) = "Shotgun"

    Global Variable - WeaponDamage (number) = 5

    On bullet collision, set damage to int(str(Weapon)&"Damage").

    Something like this could allow you to have 1 event for damage if you have multiple weapons that each have their own damage parameters.

    However, it's not working for me, but is this something that could potentially work?

  • Interesting - that's good to know. Thanks, guys!

  • I actually figured it out. Apparently it was the placement of the "trigger onces" and "for each". For the 2nd to last event, I moved the "trigger once" with the "animation = attack & frame = 4" and the 'for each" where the current trigger one is.

    However, what I don't understand is why that fixed it...

ome6a1717's avatar

ome6a1717

Member since 12 Feb, 2013

Twitter
ome6a1717 has 3 followers

Trophy Case

  • 11-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

13/44
How to earn trophies