tunepunk's Recent Forum Activity

  • Is it good practice to use 'trigger once' when possible and does it have any effects on performance?

    I would imagine any boolean check or instance variable check that doesnt change often would benefit? For example:

    Player.isWalking > Set animationspeed to 5.

    If Im not using Trigger once i would image that the system will try to set animation speed every tick while true. So would a trigger once condition in these kind of places have a postive and noticable effect on performance?

  • Delete the offline.appcache and dont reupload it. That will force the user to load all the files each time.

    This solution seems to fit nicely. Thanks!

  • I frequently update my game and upload the latest version to my web server. When I ask people to playtest the game they usually get an old cashed version instead of the latest. Is there any way to prevent this, as clearing the browser cache every time becomes tiring and doesn't always work well.

    Any way to force the browser to reload all, after an new export is uploaded?

  • Looking good. Nice atmosphere and sounds.

  • One good way that I found is to lower the scope of the project and set clear goals and milestones. If you look at a project as a whole it might seem massive and too much to comprehend and it might be a bit off-putting. I made a checklist which I have accessible and constantly look at to track my progress... Another important this is to get people involved early. Like friends, family, co-workers. Let them try your game at early stages to get you feedback. It's a great boost to see when they enjoy it, and when you get constructive feedback. Impress them Even if your game is quite simple you will be amazed by the energy you get from... "Wow, you made that???", and people will constantly ask you. "How's your game going?".

    Another good thing is to write down somewhere what you imagine your end result to be like. Collect a scrapbook of screenshots from other games that you like, that might inspire you. As soon as you have a clear goal, break it down to smaller pieces. My milestone lists look something like this.

    1. Create basic controls and movement of the character. (Very important the get the feeling of how the game will behave)

    2. Create player & enemy sprites. (Now you can start killing something)

    3. Create Enemy AI.

    4. Create UI.

    5. Create scenery for 1 complete level. (Now you will start to see what the game will finally look like, even if some sprites are still placeholders)

    At that point you are well on your way, and you should have a solid working prototype so start planning for your next milestones.

    Each part can be broken down to smaller pieces to make it even more easy. For example:

    1a. Create walkcycle.

    1b. create idle animation

    1c. Create jump animation.

    Once you get the ball rolling and you see the game taking shape step by step, it's very rewarding. Especially when you present the next version to your group of test subjects.

    Anyway. That works for me. Some things might be too hard to do so I scrap those parts, rethink my approach or learn as I go by making a new small test project only for that part.

    Just go for it. Hope it helps.

  • Locale variable "CurrentBiggestDistance"

    Locale variable "MostFarUID"

    OnDeath

    ------for each spawnpoint

    -------------for each enemy

    ------------------------distance(spawnpoint.x, spawnpoint.y, enemy.x, enemy.y) > CurrentBiggestDistance : Set CurrentBiggestDistance to distance(spawnpoint.x, spawnpoint.y, enemy.x, enemy.y) AND set MostFarUID to enemy.UID

    -------Pick spawnpoint UID= MostFarUID : Spawn Player

    -------[No condition] : Set CurrentBiggestDistance to 0 AND Set MostFarUID to -1

    gl!

    you can use the "nearest/furthest" action in the spawn point object.

    Thanks both. i managed to make crossover between both solutions, marking any spawnpoint with no enemies within a range as safe, then spawning at a random "safe" spawnpoint.

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  • I have a map with 9 spawnpoints, and 3 enemies. When i die i want to spawn at any of those points based on the distance to those enemies. Preferably the safest one furthest away from any of these. I know how to get the distance between a spawnpoint and an enemy, but only for one instance of each.

    for example.

    for each spawnpoint

    distance(spawnpoint.x, spawnpoint.y, enemy.x, enemy.y) - will only get me the distance to one if the enemies. or is there any way to specify which of the enemy instances i want the distance to?

    how do i get the distance between all of them?

  • Ninja Pig. That's just awesome!

  • Looks neat! I like the graphics style.

  • Every time i go to the link some badges go Missing.

  • Nice work! Looks good!

  • tunepunk

    if possible it'd be better to use infront/behind, they're less bug prone and it may fix your issue and inside is too slow for mobile anyway (it needs to do some expensive operations). The error is possibly because of something weird with the inside mode, and i can't easily reproduce it / test it so it will be difficult to fix. also "zooming" breaks inside because of the way it works.

    The problem is i would like to use a Q3D viewport working as a sprite in construct, that could move around independently. with other regular 2D sprites both in front and behind it. Here is a capx of what I am trying to achieve on mobile. Click & drag the 3d object around and you will see what i mean.

    https://dl.dropboxusercontent.com/u/20560446/testq3d.capx

    I noticed another bug. In Internet explorer the content in the viewport is squashed or distorted when close to edges. even in behind and in front mode but not in chrome. Do you know any other workaround to get the desired result?

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tunepunk

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