Metathronos's Recent Forum Activity

  • Thanks for your reply.

    Yeah that's definitely the issue. I am not sure if blend modes are dependant of WebGL but that's the first thing that stood out for me besides the terrible framerate: all effects were not showing. I guess i will try with a previous version. Thanks.

  • well, i have been reading a bunch of threads on this subject (preview vs .exe) and it seems like a touchy subject.

    I just want to know why this is an issue if the exe is actually a wrapper and the game is basically running on chrome.

    Is there a way to improve this or is it a known issue with no solution?

  • I already followed some of the optimization suggestions, from moving all sprites that use effects that are similar to the same layer, or just removing them. If i use a browser i get steady 60 fps, i have under 20000 collision checks happening at the same time, not a lot of objects using physics etc, webgl activated, a bunch of stuff, the difference between the performance of the .exe and the web version is massive. playing the .exe is almost like playing in slow motion.

  • yeah the second option sounds like a lot less hassle

  • I just learned about families and how they can be used to simplify event sheets by grouping objects

    I was wondering if it's possible to generate a custom sprite system which draws sprites at random from a family? for example: a sprite particle system to simulate guts flying when enemies are destroyed, with the images taken at random from a bunch of different ones in a same family: skulls, blood splats, chunks, etc?

    or could a sprite particle system generate sprites from different frames in an animation? like one frame is a skull, another one is an arm, another a leg, etc.

    this is because i am trying to make particles seem more organic and seemingly aleatory not only when it comes to direction, size, etc, but also so it's not always the same images being used

  • Alright, thanks for the replies, i'll look into that.

  • oosyrag i was thinking about it, mostly because of this issue and also particles not bouncing

  • i tried it, what that does actually is change the direction in which the particles are emitted. but the sprite used for the particle keeps facing the same direction

  • in the same way that you can mirror a sprite?

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  • Used the boolean option, it works like magic. Thank you so much

  • oosyrag

    I set it up and it works great but i need the player to be able to go to a different layout on overlap, but in some cases on key press. kind of like in zelda : adventure of link where you can exit an area by walking all the way to the left or right and at the same time you can enter a house by pressing a button. How could i achieve that? I'm thinking i'd need an instance variable for the door and then use it as a condition to decide whether the player goes to the layout on overlap or on keypress.

  • I just switched my player object to Global and the resulting mess has been hard to clean up. your solution is very elegant compared to the chaos i had , i'll try to set it up using your example

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Metathronos

Member since 16 Mar, 2018

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