jobel's Recent Forum Activity

  • MPPlantOfficial yup already downloaded that old Yann example.. gravity is not needed..just outerspace collisions. I couldn't figure a way to apply it.

    I probably need to use sin and cos.. . just don't know really how...

  • lamar there's no gravity.. just angles and speed - would like to use mass if possible. I have it sort of working without using mass.

    it does NOT work when the collision happen and the objects are going somewhat in the same direction - it just adds all this speed and does not look natural.

    just experimenting for a top down space game..

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  • those aren't triggers.. so they are happening 60 times per second..

    are you moving the Target ever? it might be working you just can't see it.

  • I came up against this very thing. I haven't perfected yet, but this is what I've been working with:

    So far I'm only using it for RIGHT/LEFT

    Based on the axis I set the direction state to be either right or left. Then when the player let's go (Axis = 0) check what the state was last.

  • I'm experimenting with some physics-like movement without the Physics Behavior. I'm sure it's been done on here before.. can't find any examples though.

    I'm using basic Behaviors: CustomMovement and Bullet. I'm trying to redirect a 'block' based on speed/mass/angle of another block it collides with.

    I need to somehow not add additional speed to the collision. I'm using a one-time Acceleration action like 'force'.. although that may be a bad idea? not sure. All I really care about is the CustomMovement one.. the Bullet one I might just destroy and therefore not care about that trajectory/speed etc..

    I have to somehow take the speed of each object and it's angle to determine the force..since force cancellation would happen if angling directly toward each other - but also if going in slightly the same angle the only force would be the difference in speed. No idea how to do that.

    Maybe I am oversimplifying this... maybe there's a physics behavior for a reason?

    any help?

    https://www.dropbox.com/s/z0v2rkibaipnq ... .capx?dl=0

  • ugh...XDK is what I use as well... I wonder why they nixed it?

  • I also teach C2 at the college level and I don't see any problems with C3 other than maybe the price (in case students want to buy it and use it at home). Currently the free version works fine for select students, but there are some that will go beyond the 4 layer limit and want to use families etc... The current one-time price tag of C2 (and when on sale) is great for students, but I fear a yearly subscription could discourage some - I hope not.

  • Also what computer are you testing on? The specs do matter. Is it a laptop? are you using hardware acceleration or not? Try running it on different specs if you know someone with a higher end machine.

  • Draw calls between 3.3 and 4.5 %? no, that's not a big deal. Hide those large background sprites so they aren't rendered and run the game. Does that fix the issue? I don't expect that is your issue..

    You may have a leak somewhere in your code. What is the highest percentage process?

    check your collisions under 'Watch' and other stats there that may be helpful determining your slow down.

    Do you do things Every tick like create sprites in that are not destroyed right away?

    remember to check these:

    https://www.scirra.com/manual/134/performance-tips

    https://www.scirra.com/blog/83/optimisa ... -your-time

  • what do you have for background art? lots of big images in memory? or amount of things to draw on the screen..Draw calls is usually a culprit.

    Do you load objects that are NOT in your current Layout? if you load something from another Layout there will be a considerable drop in frames while you load the new object into memory.

    Run your game in the Debugger, you can get a lot of useful info there.. wait for a slow-down, and look to see what takes up all the resources.

  • akrfranko

    interesting..

    so what is the unpacking formula?

    160, 5001

    compress:

    160 + (3 * 5001) = 15,163

    uncompress:

    ?

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jobel

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