Pandy's Recent Forum Activity

  • rexrainbow

    I'm not sure if I haven't understood the way the behavior works or if a bug, but if an object has 2 FSM behaviors, and when "State Transfer Logic" is triggered, it gets triggered for both the FSM behaviors.

    For example, a sprite has FSM1 and FSM2 behavior.

    On FSM Tranfer logic > Add 1 to Variable.

    On FSM2 Transfer logic > Add 1 to Variable.

    On Start of Layout > FSM2 Request.

    This results in Variable = 2.

    Or just add 1 to Variable on FSM Transfer logic, and it triggers on FSM2 request.

    I don't understand if this is how it is supposed to happen or a bug.

  • Pandy here is a new link. I also included the 2 example files.

    Have fun!

    https://www.dropbox.com/s/6q739tvpe933y1m/rojoCustomDraw.zip?dl=1

    Thanks a million!

  • R0J0hound

    Moving to construct.net has broken all the links I think. I can't find the link to the plugin, anyway to fix this?

  • Hi

    This is rather confusing for me. I'll admit I still don't have my head around the relation between window size and performance but can someone please explain why the below is happening.

    So I started out my project with a window size of 1920,1080 and after putting in sprites and events and previewing I get a image memory usage of around 19mb and stable 60fps and 20%cpu

    Later I played around a lowered my window size to 1280,720. And to my surprise this increased image memory to around 22mb and my fps fell to a stable 58 and cpu increased to 26-28%

    So I played around more and halved the 1080p resolution to 960,540 window size. This lowered the image memory to 16mb and cpu fell back to around 21%.

    Lastly I set the window size to my system's resolution which is 1366,760. And this totally obliterated my fps and cpu usage. Image memory increased to 25mb and fps fell to 54% and cpu increased to near 30%

    I don't understand why this flip flop in performance occurs for different window size. Can anyone explain this please. I'm using scale outer and fullscreen scaling is at low quality.

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  • Thanks R0J0hound I'll look into it. Always end up learning about new stuff with you.

  • Imagine a random number of square sprites of any size are created in random positions like so

    https://i.imgur.com/JcJgOGW.png

    Now I need to find a way to create a sort of perimeter with the arrangement like so

    https://i.imgur.com/RQtHCpc.png

    The sprites could be overlapping and in completely random positions. How can I go about doing this? I want to avoid checking for any kind of collisions or overlapping for performance reasons.

    A basic perimeter is also fine, doesn't have to touch each corner of the square.

  • Hello,

    I was wondering if it was performance intensive to continuously read values from an array?

    I have a lot of functions that sets a sprite's position, angle, opacity to different values for different if conditions. This fills up the even sheets with a lot of actions.

    I was wondering why not I just save the position angle opacity values in an array, and call another function to read the values from the array and set it into the function that changes the sprite's various attributes.

    Would this method be slower than just directly setting the values and would it be a burden on performance?

    thanks

  • R0J0hound

    Is there any way to also erase parts of the Paster? Like with a eraser tool in a normal photo editing program. So far I don't think you can in the Paster plugin.

    Maybe if you save every paste action in an array including the brush size opacity color etc, and then when you erase, you just clear the whole paster, loop through the array and re do all the paste actions but also check which of the saved paste actions overlap with the position of the erase tool and just not carry out those paste actions. Of course this would probably be very hard to implement with complex brushes.

  • Hello all.

    I was wondering if a larger sprite with the physics behavior would use more resources for calculations than a smaller sprite with the physics behavior.

    I have multiple sprites with the physics behavior and felt that the scale was a tad small for the screen and decided to scale them up by a factor.

    I can't find any noticeable difference at the moment but I haven't tested with a large number of sprites, I am yet to test that setup. Is there anything I should know when it comes to Physics behavior and sprite size?

  • JeyDotC

    I have a small request. Is it possible to have an action that sets the 'shoot key' by keycode during gameplay? At the moment you can only set the shoot key via key keycode in the C2 editor. I need an option to set the shoot key during gameplay via keycode which can't be done at the moment.

  • JeyDotC

    Thanks, will use that. Looking forward to the changes.

  • JeyDotC

    Awesome. Really useful change.

    Another thought I had, it is not something I need but I think the ability to set the number of bullets that would be shot on the 'on shoot' action would be a neat addition. As in, 'on shoot' > shoot X bullets. As it is you can't do a shotgun type weapon that shoots a set number of rounds at once.

    This might be a bigger task to implement I think.

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Pandy

Member since 1 Mar, 2014

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