Windwalker's Recent Forum Activity

  • I think slowdowns may be about text objects, I will be able to tell more in sunday. Don't have an android device till then...

  • RandomFellow walker from AmigaaaAAAAARRGHHH the old days dammit! Please make this game, and in fact, it would be nice if you could supply us with a demo :)

  • zatyka that sounds terribly easy, will try it tomorrow (I need to set up the moving angle thing myself as the car behaviour does not have moving angle condition either) and let you know if it works :)

    Thanks.

  • sosensible, yep, I manually added IsTurning and tried to use it in a check, and it's working to a point... However, even when turning ends, drifting can continue for a varying duration set by drift recovery property. So even after the turning ends, it still keeps drifting and it doesn't work that way.

    What I have to do is to check that even when the turning is ended, the object is still moving perpendicular to it's current target angle. i.e I have to catch the change in the X/Y direction that should not be happening. My math is very limited, if someone can help that would be great. But I still believe isDrifting can be very useful.

  • Hello all,

    I was working on my LD28 entry post-compo version, which uses car behaviour as core mechanic. At this point I noticed car behaviour does not have "is drifting" condition, and similarly "is accelerating, is breaking" conditions. The latter two are easier to check via events, but is drifting requires a more subtle touch.

    I imagine this can be useful in car racing games as well, especially when playing skidding tyre effects.

    Meanwhile, I am open to suggestions of how to do it via events. Thanks :)

  • In the sine variable, on the properties menu you can choose motion type. Inside that dropdown list there is a "value only" selection. You can, during the game, get that value by using sine.value property inside the events. You can do MySpeed = object.sine.value or sth like that. I think this should solve your problem if I got it right.

  • +1 for I tried to do a mouseover effect on my sprite which consists of several small shapes. Creating a second sprite with outlines was a chore. Does paint.Net have such a feature?

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  • Cappdog this is very beautiful art style.

  • Nice start. For some reason it reminded me the privateer 2 game. Maybe it's because of the music. But I would prefere you change the shooting mechanism. Currently it's a good way to destroy your space button :)

    Some enemy variation, some powerups and bosses, there you are golden :)

  • Hello all.

    You can play the entry version here:

    dl.dropboxusercontent.com/u/233647282/TheTorpedo/index.html

    and some screenshots:

    <img src="https://dl.dropboxusercontent.com/u/233647282/sharedpics/Screenshot%202013-12-16%2003.32.43.png" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/233647282/sharedpics/Screenshot%202013-12-16%2003.33.31.png" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/233647282/sharedpics/Screenshot%202013-12-16%2003.35.45.png" border="0" />

    It turned out better than I expected. Thinking on a polished, more level, final version. Do you think it would be worth it?

    Regards;

    Wind.

  • Hello everyone.

    I have the tiredness of the thrill ride with c2 for Ludum dare 28 at the moment. Just wanted to stop, and distract my head with something else for a while. Took some screenshots, created a post in Ludum page. For those interested, you can see some screenshots there:

    ludumdare.com/compo/2013/12/15/torpedo-on-the-way

    I think this should be a playable level, though I am not sure which build this was:

    dl.dropboxusercontent.com/u/233647282/TheTorpedoRelease/index.html

    See you in the morning :)

  • Hey Ashley, thanks for giving a chance to share opinions.

    I completely agree the current performance of the collision detection is enough for most of the games that comes to mind when using C2. However, I made the "mistake" on starting an rts game where I use collision detection for various events.

    For everything below: I was monitoring the performance of collision detection via grouping the related events together and using debug layout.

    I also know that the design is as important as the performance of the tools, if not more. And I am a newbie to C2, and relatively new to coding as all I know is some C# and XNA, in which I made a couple games.

    In my current project, with just barebone elements like food and 1 type of neutral unit and some 1 enemy unit on a relatively large layout (22k x 22k) I can stress test up to 100 player units without any slowdowns (collision take 20 percent CPU, framerate stable ) and up to 300 units to playable levels. (collisions take 49 percent CPU, framrate stable )

    However when I introduce the opposing faction, 200 units each side trying to collision detect their enemies, as well as various resources on the board, it starts to show itself.(collisions take 90+percent cpu, framrate around 10) And due to the nature of my game, I would like to go up to 1000 units for each side. (units are not directly controllable, player creates units, creates groups from units, creates orders through map and attains groups to orders.)

    As a sidenote, I am also using pathfinding behaviour which may add to low framerates somehow. But the CPU usage I detect from grouping the events and they don't include pathfinding events.

    I tried several ways to remove collision detection from the design. Like I was using an invisible, LoS bubble sprite around units to find out if they have anything particular in their range, running collision checks with "collidables" family. I removed it for a simple, event driven distance check, which didn't improve performance much. Also currently my units are walking through eachother; with an improved collision detection it would be relatively easy (and admittedly lazy) way of doing something when they collide, like playing an animation at least. I also created a fog of war effect by using the flashlight method on shooter example, which was awesome!!! Units were leaving behind "destination out" circle "sight" sprites with fade when they the nearest "sight" sprite was at some distance. This meant all the player untis were checking distance for all the created "sight" sprites. Needless to say, even when I did this every .3 seconds, this reduced playability medium unit numbers. So I removed the fog of war.

    I also tried to model the "spatial hashing collision detection method as described here via events and it actually reduced the performance. But it's possible that my events were just bad. I think "picking" itself is somehow costly.

    And at some part of my game there are interiors, big caves or buildings where units can enter. At one point I thought I could use a side view here for interesting results, however I was scared of the platform behaviours need to collision check with platfrom objects for hundreds of units.

    TLDR; I think not only for collision, but also for distance checks, and any behaviour that uses distance/collision, an aproach other than brute force could boost the power of C2 and open for more variation in gameplay made in games with it.

    Whev. That was a lot. Thanks for everything already Ashley :)

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Windwalker

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