vagaev's Recent Forum Activity

  • Hi Guys,

    I was wondering if it is in plans to enhance the debugger and the whole load in browser thing.

    When working on a big project it's not uncommon to have to wait more than 15 seconds each time you reload the game to test and to debug.

    I was wondering if the guys from scirra have considered to make a better project load/debug way. Like only loading stuff that has been changed, or keep in cache the last object and to quickly compare if something was changed and recompile.

    Rather than reloading each time.

    Or even some sort of real time debugging.

  • Haha I have the same bug.

    Well the problem occurs because when you make your tiles move a certain amount of pixels per tick they do not meet your trigger (i haven't checked your capx tho but I assume you have a Y trigger)

    Check here maybe it will help you.

  • Don't know about this. But in one of my projects a when i was setting more than 12 fps for animations the physics behavior kinda lagged.

    Maybe if you upload a capx we can check your problem?

  • Damn A0Nasser you are a genius

    Thank you for the quick reply, i haven't paid attention to this.

  • Hi,

    I have a problem concerning advanced audio for a looping sound.

    While the sound does diminish slowly when you are moving away from the emitter i can't mute it totally.

    That's very annoying. Am I missing something regarding this stuff?

    I've messed up with inner and outer angle and with the outer gain but it seems to have no effect.

    Why there is no parameter for the effect zone in pixels like in every 3D engine with volumes?

  • The problem has nothing to do with C2 being unable to be pixel perfect. The problem is incorrect math. You're doing the calculations for only one of them and expecting them all to work. You placed all initial tiles at y positions -256, 0, 256, and 512 in the first example and -256, 0, and 256 in the second. By adding 8 to the y position each tick you will always get the y at 768. But the space between each tile, 256 pixels, is not divisible by 9, so the ones not at y=0 or wherever you are calculating from end up missing.

    Do the math, watch the y position in the debugger or just repeatedly add 9 to 512 and watch what happens. It misses 774 and 770. It's not about either of those being divisible by 9, the problem is you're not starting from the same y position for all of the tiles, so they're offset. That's why one row works, and the others don't.

    What you need is a different method. For example, you can check is the spawners are not overlapping any tiles, and if so, get the y position of the highest tile, then create a new row of tiles at that position-256.

    Thanks I will try your stuff.

    I was using a sprite trigger now though and have got the same gaps.

  • And i am looking a soft for mac mainly.

  • Also, I don't believe game closure's claim of getting native speed out of html5/JavaScript at all. Maybe on the rendering side, sure, but on the logic side? No way. Many huge companies have put incredible efforts towards that goal and no one has achieved it. Besides, you would still be using the same tech C2 uses (html5/JavaScript - so impactjs would also have the same problem), just coding yourself instead, so it would have the same performance issues - and possibly more of them, if you don't know how to avoid Javascript's issues that can hit performance, which C2 takes care of for you (I don't know if game closure or impactjs do anything to help with keeping from generating garbage or such, for example)

    What i've understood is that they have native speed while exporting on ios (which is done with one command by the way).

    I am not against visual interface and help from the framework. But to give an example, I had to abandon 2 projects because one of them required complex AI logic which was a way too heavy to do with events. It was an action script seek and kill with multiple floors with ladders and multiple enemies.

    It took about 2 hours to build a logic, which was buggy by the way because C2's behaviors didn't fit the style, and most of the time was spent on clicking. You may say yeah you can create your personnal plugins and stuff. Well okay but basically it should not happen, C2 is too unspecific (or maybe just too specific to suit all of my needs)

    Another bug was happening with physics behavior where you had to move a ball in a labyrinth. Sometimes you've had to rotate at 90° the labyrinth with the ball in it and strangely the ball was falling through occasionally.

    Another one where i wanted to use pathfinding behavior with disabled diagonals pathfinding, well in the beginning this went as it should but the movement wasn't straight at the end. The enemy was turning a bit, which my client didn't want. And programming all this with events is a pain in the ass.

    Recent project. Where the collision with a trigger should have been spawning an object and moving it along other ones to make the transition seamless. Well there were gaps, that meaned that construct doesn't have a good collision detection for this purpose.

    I mean common you can do simple games. But it's a pain in the ass for big ones and complicated ( physically, logically..)

    I don't want to write all the code. But it's anyway better to write code while learning stuff than being stuck in the engine limitations.

  • Hello,

    I have recently got lots of problems with C2, and have more been learning limitation of the engine than actually scripting.

    I'm not saying C2 is bad, it's good but for some complicated stuff that needs to be really pixel and millisecond precise i need to have a greater control.

    I have found a whole lot of engines:

    http://www.slant.co/topics/341/~what-is ... ame-engine

    I really want a good one, coding is not a problem, I prefer a good engine with some coding than less coding and performance breaks.

    I want to be able to export ios/androit mainly but also html5 if possible. And yeah priority to the open source.

    I like several engines:

    Unity Engine (tho you have to pay 1500 E to be able to export to ios so it's not an option) C# is not a problem, i can learn it.

    There is also V-Play which seems to be nice (but Lua stuff)

    ImpactJS ..hmm i like it but i would like to test it before. I have the feeling it's only limited to platforms. Like in construct, once you try to do a physics game it's not as efficient as it should be.

    And my favourite!

    I would like to hear from you.

    Game Closure http://www.gameclosure.com/ Seems promising and free but entirely code with a nice in browser interface.

    What do you think?

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  • Ashley

    We can close this topic.

    I realize I can't ask C2 to be pixel perfect.

    The problem came from a delay between spawning the sprite and actually moving it. I accepted the fact that C2 can't handly such quick operations milliseconds perfect so I've come up with alternative solutions.

    For those who might want to know. I just precreate 3 ranks of tiles and each time that for instance 3 blue collide with the sprite trigger i put those 3 new sprites in movement and immediately create 3 other sprites outside the layout ready to move.

    For moving C2 does it very well.

  • It's not the problem.

    The problem is Construct 2 is not precise enough.

    I still have gaps between tiles

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vagaev

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