Lunatrap's Recent Forum Activity

  • hi! so, i have many questions... if some of you samaritan can help me, i would apreciate it.

    1-what happens if i get my cpu usage to 100% does it start to lag?

    if so, i have a quad core phenom gaming CPU, wich i use to play BF4, you are telling me that javascript intentionally does not take full use of my CPU? why would that be a good thing?

    2- if you see my debbuger screen shot, i have 1700+ objects using 100mb of video, on my pc, (my game is being made for pc only)

    and 17000+ collision checks per second, on a 10000x10000 layout, is that too much? i mean, how much collision cheks is too much, i have done my best to make my game extremely optimized, but i still get lag here and there on my gaming pc, i just dont get it. and yes im using an old version of NW.js becuase the newest version are a mess.

    most of my objects are static, its a platformer, i dont even use physics, or many shaders, but still, im getting dissapointed with C2.

    and about the collision cells, i need some clarification, about the position of the events. how is this supposed to be done? ( see image) and would the cells still be used, if there is more than 1 overlapping condition?

  • i dont get it, can someone please post a image of how you must do this¿

    "Make sure collision conditions are the first condition in the top-level event"

    how it would look like in a event sheet?

    is

    is overlapping

    >>>> >damage = 0

    or

    is overlapping

    damage = 0

    can someone please explain me?

  • I think this is a big deal, we should ask Ashley about this.

  • Very cool!! please keep it updated hazneliel

  • TiAm

    it does runs better, but it still oscillates beetween 60-55 fps

    :/ so baaaaad

  • Im sorry, but this is horrible!! even worse!! now my game does not even goes above 50fps! wow!! just wow! i imagine the day that ashley will force me to update, and then, it will ruin my game. this just works horrible!

  • well, i hope it does, otherwise, i wont change to C3

    its true, that it might be better to just release my game on c2, but my game will take 2 years more to complete, so, i have to be up to date becuase if im able to realease the game whit a more powerful c3 instead of c2 wihtout any problems, then it would be great.

  • Ok, right now im working on a very big game, and i must say with all humbleness that its going to be the biggest and best game made for PC with C2 until now, but my game uses atleast 7 3rd party plugins like linkman2004 magicam, some of the wonderful rexrainbow & Pode plugins and of course R0J0hound canvas.

    my game runs using them, and now that C3 has been announced, im super happy and excited that it will support C2 files, being backwards compatible...wich is great, but what about 2rd party plugins & behaviours? im sure that lucid's spriter will be supported, but the others?

    if C3 will support them, then i will be happy to continue with my game on C3 otherwise, i guess im stuck on C2

    Ashley i need to know

  • well, i recomend you to do the same as symphony of the night, as you can see, the save room, the room where you save, its in another alyout, so when a person saves there, and the game is updated, the save game, will have to remember the less info possible, other than your player info. you can change layout completely and the saave will still work.

    i think this would work you can try

  • so i got the layout size down to 2000x1500 and it works fine....are you kidding me? is this engine intended for games? how is this possible? :/ im sorry but 3000x2500 should not be a problem

    Update: I give up, i tried cancelling manually, so it wont take 10 seconds! to fail and go back to normal, but there is not way for me to cancel the pathcalculation, so i can stop and disable the pathfinding behaviour, and enabled it again, but i wil still try to to go the same point, becuase i cant cancel the path calculation, this behaviour should have an option to cancel the pathcalculation!!!

    please help! here is the .capx

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  • Hi!! see, i have some units that use pathfinding to find their way to a selected point, and the obstacle map its updated every turn for the AI and the Player (like a rpg) so sometimes a path can become closed, so i added that when the unit cant find a path, is will do something, but the action takes about 10 seconds to trigger, why? the pathfinding it self its almost instantyl triggered! but the "on failed to find path" takes 10-15 seconds to tigger, is this normal? the layout size its 3000x2500 so its not so big

  • Ashley

    its on medium :/ my memory its incresing without reason

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Lunatrap

Member since 12 Jul, 2013

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