oceldot's Recent Forum Activity

  • Well, I don't see any improvement. My objects with Persist behaviour will still stay dead/destroyed (or whatever state they were in when layout was reset) no matter if I set Global to No or Yes, when using the Reset global variables to default action. I think actually not using Persist might be a better option in my game.

  • I feel kind of stupid for wasting people's time with questions that might be trivial, but I'm about to give up and turn to you guys once again.

    I think the below looks pretty decent, but it's not currently working as expected (pausing/unpausing (is that even a word?) itself works, but not the restart action). Clicking the stop button will close the app (with the close browser action), but it will still run in the background. Is there no other option? I guess I can live with that.

    The "rewind" button is a bit more worrying. Clicking it simply gives me a black screen, this happens both during testing in the browser and when installed on my device. I don't understand why.

    (I'm using a global variable Pause to enable/disable pausing.)

    [attachment=0:22zr81l2][/attachment:22zr81l2]

  • Thanks for you input guys, feel free to take a look.

    (I trust I won't be seeing a full version of my game on Play Store in the next couple of days )

    [attachment=0:n8er5wc3][/attachment:n8er5wc3]

  • It's a platformer. I'm destroying the few objects that I can think that should be destroyed, so not sure that's the problem. I have a few variables (a timer/clock, one for number of deaths (add 1 when outside layout), number of kills (add one every time an enemy is killed) etc). Most of them work like this: when collision between player and object, add 1.

    I don't think I have a lot of "huge" objects. My backgrond tile is something like 2*1024 I believe. Then I have some layers between the background and the main layer with tiles consisting of 524*256 images. For foreground I try to reuse some background sprites, only resized.

    But are you saying 357 is a lot of objects? What about 7350 collision checks? How can I reduce this?

    Just a very simple example from my game: I am creating my levels using mostly a single, small black square that I copy and resize to create something like the below (separate sprites indicated by red lines). Do you think it would perform better (less collision checks perhaps) if I had created it as one single, bigger sprite?

    [attachment=0:2ctv51ow][/attachment:2ctv51ow]

  • I feel like I am on the borderline of what I can put into my game now, as I experience some quite significant drops in fps from time to time. It seems to be running in a smooth 60 fps on my desktop (however it dips a bit during debugging), but a bit below this on mobile (I'm running on a Nexus 5, so on slower hardware it would be even worse).

    The thing is, I don't think I have a lot of objects, big images, physics, collision checks etc. I'm trying both with sampling set to point and linear, but with no real difference.

    [attachment=0:1c2cbroa][/attachment:1c2cbroa]

    I am using a single small black sprite as a building block (which I resize and duplicate quite a lot). Could this be a problem? Is it better to create my levels as one image instead of putting smaller images together into a bigger level?

    Any input would be helpful. Let me know if I could provide more details.

  • Ah, I found out what the problem was, if anyone for some reason wondered about something similar. User error, of course. Basically I had filled up the image all the way down to the bottom, so this somehow wrapped to the top, in lack of a better way of explaining it.

  • Actually I think you have to use "reset global variables"

    Are you saying objects with Persist behaviour will be restored to default with this action?

  • It sounds easy enough, but I ran into some trouble when I wanted certain object to have the Persist behaviour, so as to for example stay dead if the player have killed them when restarting layout. So in order to reset these when the player wants to restart the game from the beginning, the easiest way for me was to use "reload page" action.

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  • Hey, not to but in on the tread but did you guys ever figure this thing out?

    Well, as for me, I think reloading the page is a pretty decent way of doing it. The game will restart with all variables restored to default, but it will of course restart to the splash screen, so it might not be the best way for everyone.

    I'm sure there is a better (and probably more complicated) solution, but I haven't really spent much time exploring other options yet.

  • I would love some more info on this sound cone myself. I'm creating a platformer where I have certain sounds playing from inside buildings. I want the sounds to only be audible when the player is on one side of the building. I get that you can change the angle, but how can you actually change the direction of the sound? I want an angle of 180 degrees but only towards the right, for example.

    Am I misunderstanding something?

  • Thanks, I might need to switch to Point, even if I was hoping for a more "HD" experience

  • I'm trying to insert a tiled background (I'm using a 512*64 image, which I believe should be fine), but for some reason I get this thin white line on the top border of it.

    There is no line like this in Gimp, so it's kind of confusing. Has anyone encountered something similar?

    It looks like this:

    [attachment=0:20yl7aty][/attachment:20yl7aty]

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oceldot

Member since 23 Feb, 2014

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