mintPIXEL's Recent Forum Activity

  • Hmmm, let me try that. I tried a variation of that, but had no luck.

  • If I didn't make that clear enough, I basically want to make my events go like.. if any gamepad button A is pressed.. if Playersprite.Player is equal to Gamepad.. Simulate jump. So if its the second controller, only player two would jump.. and so on.

  • Hi guys,

         So Im making a local multiplayer game and Im looking to simplify the events. It will have up to 4 player, and you play with 4 gamepads. Every sprite being controlled by the player is exactly the same. I was wondering if there is a way to give the sprite a variable, name it "Player" and give it a number 1,2,3,4... And have it set up so that that variable is used to detect input from its matching controller. Basically, streamlining the control events by only having to write them once, instead of once for each gamepad.

    Thanks for any help.

  • Thanks guys. Now Im just trying to figure out a way to have them not spawn in the middle of the action. Like choose a random spawn point so many pixels away from certain objects. Im trying to use distance, but its not working out so well so far.

  • Here is one way..

    Array

    Hey man, Thanks. I think I understand how that works. Let me test it out!

  • I see. Can I use those points to spawn objects? One of the uses Im looking for is setting up spawn points. But I want to be able to physically place them, and move them around. Then have them save location and destroy at start up to reduce the number of objects on screen. Then when the player dies, call on the saved loactions randomly.

  • Hi guys,

        Im trying to save a bunch of object locations(x,y) to an array but I cant figure it out. Basically I have it set up to have a slot for every object being saved, and its 2 deep., one for x, one for y. But I cant figure out how to send the x,y coordinates to the array for each object? I figure on using the UID of each object(they are all the same object) to determine the slot. Can I do this?

    Thanks

    Adam

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  • Hey man, thanks again.

    Its still not pulling off the effect Im looking for. Let me try to explain like this.

    Layer 2 "top" Has a star sprite

    Layer 1 "mid" Has a black tiled background

    Layer 0 "background" Has a picture of clouds.

    What I need is for the star on layer 2 to "punch" a star shaped hole in the "mid" layer that shows through to the "background: layer. So I could have many star sprites that show through to the cloud layer, but keeps the mid background black where there is not a star. Hopefully that makes more sense.

  • maybe the easiest way is to use the Canvas plugin by R0J0hound, and do a simple paste to cut it.

    Cool. I checked it out, and I kind of understand. I can get it to cut it, But how would I have the objects moving? I add 8 way to them and the cutout wont move.

  • Hi there,

        I was wondering if there is a way to make a cookie cutter like effect.

    Like, if two objects overlap, one masks the other and shows the background? A kind of opacity mask. I would need all objects on a layer to be a "cutter" and an object on a separate layer to be the cookie. thanks!

  • Optimisation: don't waste your time. If your game already runs 60 FPS, it's pretty much just a waste of your time to try and optimise it. C2's collision engine is pretty good, and objects which are not overlapping their bounding boxes can be discarded from collision checks in virtually no time, so trying to reduce that further with a timer will probably just have no effect and unnecessarily complicate your events.

    Node-webkit uses the Google Chrome browser engine. So it ought to work identically to Chrome...

    Cool, thanks for the article. But that is part of the problem, Im checking for tons of collisions constantly. And my computer is a bit powerful, so Im worried on the average computer it might be slow. At any given time I have 100-200 bullets and several "baddies" Like I said, it runs great. But Im wondering what would be smoother. Ill just do some experimenting haha. I was also wondering if there was a way to find the Minimum Specs needed to run? A lot of games give those details, and Im not sure how to go about figuring out how low you can go haha.,

    As for Node, thats strange, when I run in chrome its flawless.. But node does the freeze/stuttering thing from time to time. Not sure what the issue would be.

  • Hi everyone.

         I'm working on my first "big" project with construct 2. And I have a couple optimization questions. The first one is what is better.

    Just using the when this object collides rule, or using a timer to say that every 0.02 seconds if object collides?

    I'm making a very, very collision heavy game. And so far my performance has been very good. Getting a sold 60 fps. But I want to know what is more efficient for slower machines?

    What are the draw backs to both? I know the collisions are not as accurate if you use a timer, but I don't need them to be. It just seems to me checking for collisions 20 times a second would be less processor heavy than checking every tick. Am I wrong? Missing something maybe

    Second question: When I export to Node Webkit, it runs at a solid 60fps as well.. But out of no where, and in random spots it just seems to freeze for a couple of seconds. It doesn't seem related to the action on the screen, because it happens during down times as well. This does not happen in the browser. Any ideas what could be causing this?

    Thanks a ton!

    Adam

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mintPIXEL

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