Sethmaster's Recent Forum Activity

  • I agree with Silverforce

  • OP.

    All objects in Construct 2 need one tick before you can call them outside of their own private subevents after creation.

    This is well documented in the official guide which I recommended you to glance through at least once.

    I saw your capx and you could just wait 1 tick.

    If you don't want them to be seen before elimination, just set all of them as invisible on creation and only make the remainders visible after removal is done.

  • Each for loop runs in the same time, it won't wait for one to finish before starting another.

    Perhaps for after startup which I haven't try out.

    But for the rest of the time, my experience is that for loops, they run based on the order from top to down.

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  • Everything is going pretty slow as the game is currently undergoing a large scale graphic overhaul.

    The native resolution of the game is currently going from 480x270 to 640x320.

    The intent behind the move is to give more screen real estate for the UI elements to use.

    For its effect in the battlefield, it should be a nice balance between SRPG close up sprites and Western CRPG stickmen.

    Moreover, while pixel art is still being used, the style is changed from painting to pop-up style which make key gameplay sprites and features more visible.

    Character models are changed from my own OC to Tactics Ogre inspired designs since it look far better than my previous ones.

    Moreover, a relationship mechanic is introduced into the game. Characters that risk their lives together often will naturally bond together over time. Or hate each other.

    In battle, characters grant people they like or treasure, bonuses when they are nearby them and attempt to sabotage people they hate or dislike when those assholes dared to step near them.

    Naturally, better relationship will also introduce new story content, especially for NPCs.

    Two warnings however.

    First, everyone hate being the "acceptable casualty" for an AoE attack.

    Second, this mechanic not only apply to your characters, but also the enemies, especially in later parts of the game.

    While the chapter 1 is nearly finished, the early access release will be delayed until the overhaul is finished.

    Here's a gif of a revamped UI for your viewing pleasure.

  • Would someone like to show an example of the text files you use for handling data? Im just curious in seeing how you keep the data organized there, and how the data is read in C2.

    Just open any excel sheet and you already figured it out how I managed all my data and their maintenance.

    Any time I wish to import it to C2, I do eight important steps:

    1. Toss all data that I wanted into a new excel sheet.

    2. Do a Find and Replace for commas.

    3. Save as MS-DOS CSV

    4. Do a Find and Replace for CSV commas. (I use this | as replacement)

    5. Do a Find and Replace back for data commas (revert them back to commas).

    6. Create a new array for it if the data type is new.

    7. Import the CSV and link it up to my function that parse through AJAX.

    8. Create a new section in that function to toss all data from AJAX parsing to the array.

    And there, it is done. the data is available for use through the game.

    You can skip step 6,7 and 8 and just copy paste the new data straight into the imported file when you updated the data in your excel sheets.

  • > In game, I am using a combination of arrays and dictionaries to keep track of all the data in my SRPG.

    > To load external data into those data storage, I am using csv files which is load straight into the arrays.

    >

    > Here's a expert tip, don't ever compute long formulas (such as sorting or attack formula) straight using variables from a sprite object, especially when you have many of them presence.

    > Get the values from those variables, put them into arrays, global/local variables or dictionaries before calculating it.

    > Even better is if you don't put any computation variable on sprites and just put them in arrays/dictionaries beforehand.

    > You will find everything will run far smoother.

    >

    I am having difficulty understanding what you mean by this? What is wrong with using a variable off of a sprite? What is the advantage of copying it to the array before computing?

    I am unsure on how to explain in detail but the short version is that when you retrieve value from a sprite object, there is a bit of overhead, vastly more than data storage object. It is not noticeable if you are not computing anything difficult or a lot. The overhead accumulate as you parse through more sprites/objects for data for computation. And if you run several loops of it in a single tick, hanging is concern if you set 60 fps as your minimum framerate (as I do).

    For my game, the AI for each enemy run through thousands for simulation to achieve the optimal round plan based on their given AI archetype. So, I can see the difference quite clearly.

    There is a huge difference in speed and smoothness parsing through rows in arrays or keys in dictionaries than going through each individual sprites for their variables

  • In game, I am using a combination of arrays and dictionaries to keep track of all the data in my SRPG.

    To load external data into those data storage, I am using csv files which is load straight into the arrays.

    Here's a expert tip, don't ever compute long formulas (such as sorting or attack formula) straight using variables from a sprite object, especially when you have many of them presence.

    Get the values from those variables, put them into arrays, global/local variables or dictionaries before calculating it.

    Even better is if you don't put any computation variable on sprites and just put them in arrays/dictionaries beforehand.

    You will find everything will run far smoother.

  • Learn how to do git.

  • Thanks lucid , the new features (color palette and export palette-changed new project] really help me out in diversify the amount of customization available in my game by making it incredibly easy to create color swapped clothing and skins.

  • I hope they improve NW CPU and memory usage further.

  • Use arrays to save what your players have bought.

    You can read up on arrays and their usage either on scirra own tutorials or any coding sites.

  • Hi all,

    Bit of a strange one, but I'm wondering if anyone has experience of using a lot of arrays in a C2 project? By a lot I'm talking around 1,000 - 1,500.

    I'm working on an RPG style game and this number of arrays is due to the number of items in the game that will need an inventory and/or outcome text (to clarify this is for desktop, not mobile).

    I have everything working with a few objects and 100 arrays, so just wondering if I'm going to push things too far having thousands? I'm thinking that as it's only text data then it shouldn't really be an issue on performance, but my main concern is around saving, as all of this array data will need to be saved to a local storage fairly often (via json strings in a dictionary that is then saved to local storage).

    Any wisdom or experience would be appreciated, thanks

    I use arrays quite a lot since my game is SRPG and it's vastly faster to parse through bytes of data than parsing through megabytes of sprites and I don't have issue yet with anything connected with saving/loading nor arrays.

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Sethmaster

Member since 16 Aug, 2013

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