1StepCloser's Recent Forum Activity

  • Are there any noticeable speed gains to be had from either approach in comparison to the other (Using a dictionary to look up values, vs. an instance variable)?

    Thanks,

    One Rep Closer

  • I figured as much, thanks guys.

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  • In a similar manner as we can use the create an object by name feature in Construct 3, I was wondering if it would be possible to set up the same mechanism for instance variables.

    I am working towards making my events more streamlined however I hit a wall when it comes to checking a function parameter and then ading to an instance variable based on that parameter.

    For example, say an object has woodCapacity and meatCapacity, upon adding an item (wood) to the object and then adding an item (meat) to the object I would like to be able to set the action as add self.(item.name & "Capacity") however to my current knowledge this is not possible. I am sure there is some fundamental mechanism with coding that may make this difficult (or perhaps impossible?) to add but boy oh boy would it reduce the amount of code required.

    I believe there are other ways around this such as setting a value within a dictionary or array that you set the woodCapacity or meatCapacity to and then when this value is updated also update the capacity value, but would it be possible to make a direct reference to a variable so this wouldn't be necessary?

    Also, if there is another way to achieve the same result I am grateful to hear about.

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  • GameSparks C2 plugin please

  • >

    > > Basically the camera is jumping from pixel to pixel at the low window resolution (312 x 240)

    > >

    > > The quick and simple solution is to set both

    > >

    > > Fullscreen Quality to High

    > > Pixel rounding off

    > >

    > > ....

    > >

    >

    > .....Unfortunately the fullscreen quality is only reasonable in small layouts....

    >

    What do you mean by this ?

    If you load up Demonoire, set full screen quality to high and set pixel rouding off (unchecked) you will get perfectly smooth scrolling in all directions. You may get the odd jank as the c3 editor , or other browser operations fight with the preview in the browser but that will be minimal when deployed as app/ nwjs / website.

    f you are talking about your own game then you need to post a c3p of some sort showing your events and set up. otherwise it is hard to help.

    With simpler layouts such as Gatewood it works well, however more complex layouts result in fps drops.

    For example, I have an outside layout, where fps drops to around 20, however if I walk into a house with a much smaller layout, the fps is 60, with smooth scrolling. Thus, if I go this route I think will have to limit my layout sizes drastically.

  • Basically the camera is jumping from pixel to pixel at the low window resolution (312 x 240)

    The quick and simple solution is to set both

    Fullscreen Quality to High

    Pixel rounding off

    You need to set the fullscreen quality to high (to to render at max resolution ) to see the benefit of setting pixel rounding off.

    If you just set pixel rounding off without setting fullscreen high there will be no difference as the game is still rendered at the low resolution

    you can also add a lerp to ease the camera to and from the position but not really nessesary at that speed.

    This works with this game because the game assets are of a constant pixelart scale. If there were assets of higher resolution being passed off as pixel art (using fullscreen quality low) this would expose them for the higher resolution sprites that the really were .

    Unfortunately the fullscreen quality is only reasonable in small layouts. One weird thing I have noticed is that if I create a camera object that follows the position of the character and keep the camera speed at 60 or 90 (custom movement behavior) the diagonal scroll is smooth however any other speed returns the jerky scroll experience.

  • What's the resolution of the project? I'm if it's very low. I'm guessing you're not doing subpixel scrolling. Make sure pixel rounding is off, and that you're not using "round" on the scroll to position event. If you're scrolling to the character that can't stay on half pixels, maybe you can try add a little lerp to the scroll to make it more smooth?

    I maintained the exact resolution of the Demo Project. Pixel Rounding is off. I think I have tested both with and without scroll to position event. What does work is round the position of the character however that makes the actual movement speed imbalanced. Ok thanks, will test and get back.

  • Ashley I'm working on a project and this would be a huge fix if I can figure out.

  • When messing around with the Demonoire project I have noticed that when I move the character in a diagonal manner that the camera scroll moves in a horizontal-then-vertical manner. I have tried a variety of settings for the project (pixel, rounding, point sampling, etc.) and have yet to find a lasting solution to this problem. I have searched for solutions through the forum and the web and haven't found a definitive way of going about it that doesn't involve super-sampling the size of the game. I know the diagonal movement changes the speed either 1.707 or .707 times the vertical-horizontal speed when rounding the position of the sprite, but this alters the gameplay in a negative manner in my opinion.

    So first off, do you notice this camera jerkiness on diagonal movements as well?

    Secondly, any thoughts on how to go about fixing it, if it is possible?

  • Wow, great job! I couldn't get any scores to submit or leaderboards to show yesterday. And one Google Play event/trigger is crashing my game.

    Would you mind taking a screen capture of your events to submit score and display leaderboard? Or copy and paste as text? That would be helpful. Or PM me.

    Still need help?

  • I've managed to get a working achievements and leaderboard but the actual values aren't correct, perhaps due to a lack of "trigger once while true" conditions.

    Essentially I set it up as If (is boolean set)-> unlock achievement/submit score

    Then I go into my game services and locate the corresponding ID for the intended achievement/score and insert that into the action.

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1StepCloser

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