ThunderZ's Recent Forum Activity

  • very impressive lighting system a MUST HAVE FOR CONSTRUCT2 USER !!!!

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  • very impressive and fast result :)

    Did you code it directly in construct2 or using your how plugin ?

  • I make some other test it's just a little bug when you "pause" the game in debug and detach the debugger.

    When is pause the screen buffer is streched.

    Just a little bug because when you hit 'play' again the screen refresh and you resolution is just fine

  • Steps to reproduce:

    1. lunch a project in debug

    2. detach the profile window

    Observed result:

    the "gameview buffer" is just strech at the screen resolution (but the buffer isn't at the original size).

    Expected result:

    the bug is introduced by the r142 (not presente in r141), maybe the change of node-webkit v0.7 is the fault.

    Just need to initialise the "game buffer" at the screen size and rezise it if the debugger is present (and not initialise it with the resolution of the rendering "part of the windows" size)

  • Code source avaiable on github.

    github.com/phonegap/phonegap-plugin-fast-canvas

    It create a "OpenGL surface that sits on top of the browser"

    hungryherogame.com

  • great new but more than that (we love beta and news features) a great follow of your community ;) (that the true power of Construct2)

  • very interesting.

    How do you make the deformation effect on the layer ? personal webgl shader ?

  • TELLES0808

    thx ^_^

    Your game is awesome too.

    Remember me the great time of S.C.U.M.M. games series ;)

  • yes depending you're use and the number of objects (and the size of the bitmap source), in general using create/destroy is very fast and fine.

    You just need some trick or different design if you use lot of objects or big one (ex: create 10 big ennemy with big bitmap in a single tick)

  • Just a little capture before the futur redisgn of the control + gameplay.

    [TUBE]http://www.youtube.com/v/6u3F_6OMHR0?vq=hd720[/TUBE]

    The actual control version based on mouse isn't nice and precis for mobil.

    The futur version will have static zone/place for the tower (construction place) and you will EMP power (energy mental power) to mix the gameplay phase, the control will be 1 touch per action (no drag control).

    1 - construction tower like a classic tower defense

    2 - action when you see your tower do the job

    3 - interaction with the EMP tower to protect/heal/boost/attack too using you finger ;)

  • i've made some test on this for my current project ("Space Tako Invasion")

    for exemple on trail missile or explosion (destroy when animation finish using a famillie)

    And using a classic create/destroy technic with a fade behavior + outside the screen.

    the problem with this technic is that increase a lot the number of objects in Construct2 and this is doom completly the perf on mobile (test on a my galaxy note 10.1 tablet).

    I test a simple pool managing system with a variable ("in_use")but the problem is that i need to select all and manage the variables so this isn't efficient too.

    For particules the most usefull and fast was the particules system of construct2 1 object for all the particules trails, you only need to know that if you destroy particules object you will destroy the instance so all the particules (of your trail for exemple) will be destroy too (just manage the time before destory and that will be ok).

    <img src="http://www.angelsoftware.fr/wp-content/uploads/alpha_04.png" border="0" />

    the last test i've done it for the my other game test "Coffee Time"

    i use trigger on map to make 2 test :

    1 - the trigger just initialisate a variable ("active") to make the ennemies ia active (move, ect...)

    2 - the trigger create object ennemis and the ennemies spwaner on the map.

    the 2 test was really bad on mobile with cocoonjs because when i create object i thing the allocate of memory is done and i notice freeze.

    it's only appear if you've have big gfx.

    So depending of the size of the gfx and you're need, a simple variable is a better way to manage ennemies on level.

    for dynamic and fast object (low gfx size) if it's just particules use the particules object.

    If it's for exemple fire, use create/destroy.

    <img src="http://www.angelsoftware.fr/wp-content/uploads/coffeetime_prototype_level.jpg" border="0" />

  • Really impressive use of Construct2 shader support, very nice idea :)

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ThunderZ

Member since 22 Apr, 2013

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