Colludium's Recent Forum Activity

  • I think the Dictionary object will be your friend here. You can declare and check your 'variables' (keys) with built in actions in simple events in one line. You can also put arrays inside them and even objects as json string if you want.

  • Voted yes - looks good, and good luck!!

    The indefinite solution prospect is rather disappointing. This plugin has been broken for how long now and what date will it be fixed? I realise that this is the fault of a change in a third party wrapper, but c2 relies on third party wrappers by design!

    Edit: My audio doesn't work in 10.5 so I have to wait...

  • Oh R0J0hound, I bow before your mastery of c2 and Javascript! This will keep my busy for weeks .

  • I've been having similar reservations about c2... The only thing stopping me from jumping to UE4 was the lack of integrated bones animation for 2d. But yesterday I found a programme called Creature which is amazing that I must check out. Way better than Spriter....

    I read on Unreal forums that Unity is much faster at animated sprite rendering than UE4 with Blueprints, so UE4 is not perfect... but the limits are way out there. Stuttering simple 2d platform performance in Umbra is depressing, with reasonable performance limited to high end machines, so I feel your pain and have been looking at other options for a while as well. I think I'll finish my current game experiment then I'm done here too. I'll be back to check out c3, so I reserve judgement there. Good luck!

  • Thanks for the link, That tutorial is referring to efficiencies gained in your event sheet structure by calling a function for actions that will be called in different places in the event sheet. It had nothing to do with making the events run faster, and it only removed repetition so and edits only have to be done once.

    There are some good techniques for making event sheets efficient, but I don't think that's one of them! I suggest this: don't waste your time would be the best start.

  • , I must confess that I don't see how your example shows a more efficient alternative. I don't know how those events would be rewritten in JavaScript, but the inclusion of a function that way would surely result in a few more lines of exported code where the function is declared and referenced. More lines of code equals more for the CPU to do....

  • megatronx, the easiest way to achieve what you need depends somewhat on how you already register key and controller inputs and then use that info to control the player. I set booleans on a player control object according to key or button positions. If you need to force the player to have to let go and then press a button again, you could add an "disable" boolean, and check that is false before the player move events. Then you should only reset the boolean to true when the buttons are released. Depending on what it is you need exactly you could use one disable boolean for each control input. You might get away with only one boolean for all of them, but I suspect that such a method could prove to be problematic.

  • When I run the same test in nw.js v12.0 it's perfect. Which is good, because that's my export target. I'm just becoming suspicious of google's dev program....

  • anty21ro - thanks!

    genejoke - I agree and good advice. Limbo was done really well - and it was down to the hard work of a large team of very competent artists and animators. I watched bits of a play-through video for 20 mins earlier this year and was blown away by how smoothly the animations transition and the subtle use of effects. I have no chance of replicating that level of quality because I'm a one-man-part-time dev. However, Umbra is intended to appear more colourful and have different types of puzzles and problems to solve, so all I will ask is for Umbra to be taken on its own merits. It's not an action platformer, but there are a few moments of action and some large and challenging puzzles... A lot of the dev is just for my own pleasure - to say that "I did that". If other people like it then that's a real bonus!

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  • megatronx, I was playing around with using the mouse as well. My first version of the test involved clicking the mouse to initiate a position change. Clicking should not demand much - lol - you would have thought... but it can. I never got around to trying the keyboard...

  • I just tested this on my weak i5 laptop using W7 with embedded intel graphics. No problems at all. So it's probably caused by some sort of W10 driver problem....

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Colludium

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