wizaerd's Recent Forum Activity

  • I've been developing and testing a small little platformer in Chrome, and I've been really happy so far (besides a few little quirks here and there) with the performance. But on a whim, I decided to monitor the fps, and it's consistently betwen 27 & 30. Personally I don't see this as a bad thing (heck broadcast animations are only at 29fps) but I keep seeing people here in the forum reporting 60fps and sometimes higher. My platformer isn't really anything all that complex, and there are not a whole lot of objects on the screen, so I'm befuddled as to why I'm at 27-30 fps when everyone else is reporting 60.

    1 layout, 76 events, 2 tiled backgrounds, 2 main sprites (player and enemy) and something like 15 objects or so.

    So what really is an acceptable fps for a browser game? Is 27-30 as bad as it sounds (when compared to 60fps)??

  • Thanx. I don't know how I missed that, but thanx.

  • I know about instance and global variables, but they are persistent throughtout the whole layout (or game). But is there any way to declare a temporary local variable that could be checked in a subevent, but would be removed/destroyed at the end of the event/subevent?

  • I have a question about the Canvas plugin. I started using it over th weekend because I needed some additional drawing functions (lines, circles, arcs, paths, etc...) so I downloaded this, and so far I like it. However, is this the Canvas2D renderer providing this functionality? I ask because in some of the tips & techniques postings I see that WebGL is allegedly much, much faster than the Canvas2D renderer. If this is indeed that renderer, any plans on updating this to use WebGL?

  • Can the beta version of C2 run alongside a stable version of C2? I've always avoided betas. But I am curious about the new debugger and profiler, but I don't want to stop working with the stable (lol...) version of C2.

  • Experiment with it through several iterations and you start noticing the glitches in the zombie animations. Moving when he shouldn't, or the wrong animation, or not attacking when he should be, either skipping the Hit animation completely, or in a couple of instances, it just stopped on the hit animation and didn't do anything else. After trying it several times, it just doesn't feel right nor look right to me.

  • I guess I should've included basic instructions... Arrow keys are normla, LEFT & RIGHT... UP or SPACE is jump. 1 (not keypad 1) is shoot basic ammo, and 2 is a super ammo (greater range and more damage)...

  • It would take a considerable number of screen captures to get this all, seeing as it's more than just this. Too bad you don't have the Canvas plugin and could open the capx...

    I'm basically trying to build a state machine for the enemies, where each enemy could be in 1 of 6 states, each with it's own animation. Moving, Idle, Range Attacking, Melee Attacking, Hit, and Dying.

    Perhaps it'd be better if you tried it yourself.It works, I just feel that's messy. And I haven't implemented the Melee attack yet.

    Sample

    It hasn't been optimized for actual online, and I've never actually attempted to play it onlinse, so no guarantees it'll work well.

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  • I can't really do it as I'd write it in code, seeing as I cannot do a switch statement, elses are problematic, and compound boolean expressions are close to impossible. Plus there flow of events, one doesn't have any real control over them and their order of executaion whereas in code I would. Oddly enough, I was able to do this very thing in GameMaker Studio, and it worked great but alas jumpthrough and moving platforms are a big PITA, which is why I thought I'd re-create it in C2. I really woulda thought it'd be easier or more accessible than this.

  • If I have an event that is a For Each, do subevents only pertain to the current instance? I'm thinking it should, but I can't really tell for sure because my enemies are doing some really wonky things.

  • But that's not what I want. I want the animations to be interrupted, I jsut want some wqay of recovering from it gracefully. It doesn't make any sense to me for an enemy not to be "hit" if it's in the middle of an attack animation. It should interrupt, it should register as a hit, but it should be able to recover gracefully. An event of On Animation Interrupted would be helpful.

    The sad fact of the matter is if I was writing the code for this, I could write it very simply. But trying to do this type of thing in a visual event editor is making it more complicated than it really needs to be.

  • I'm using the Canvas plugin because I need to draw circles around each of the objects so I can visually see their ranges (it's a debug mode display)

    I have 6 different animations (for now) on the enemy object. Default (Idle), Move, Hit, Die, and GasAttack. I'll be adding a Melee attack animation soon enough. One of them, the GasAttack needs to play out until finished, but if a bullet collides with the enemy, then the GasAttack animation could get interrupted with a Hit animation. If so, then the GasAttack animation never finishes, and then never runs the actions on an On Finished event. After the GasAttack finishes, then the animation should either be set to Idle (if they're not moving) or Moving if they are moving. Plus there's a cooldown on the GasAttack animation.

    This is just one combination of things that could happen to an enemy. I'm trying to rebuild the events, but the different miscombobulations of events and actions or states an enemy could be in are what is complicating it.

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wizaerd

Member since 25 Jul, 2013

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