Voni's Recent Forum Activity

  • Wow, interesting metod, I will look into it more.

  • Made it working. But now i am looking for some optimization and it will be good to have all this in one loop, when clicked on a unit.

    Here is capx

    mediafire.com/file/z0f50764fgcsdr7 * MovementGreed.capx (delete * and spaces)

    If you have some ideas about this and other improvements, share with them here=)

  • Thanks, everyone. I will look into it more.

  • Programmer was found

    For everyone who PM me. I cant send you PM back=)

    So please, if you have questions, write me via email.

  • Hi, I want to make a gid based moving like in Ancient Empires or Advance Wars games.

    And i want to do a grid of available moves like this with terrain cost.

    I looked through other topics like this, but didn't find any complex description or example of such a thing.

    I am thinking about making a loop, where object "Spawner" generates "Move" cells around it in all 4 directions with a step(grid), then "Move" and after that "Spawner" destroys. Then each "Move" object generates "Spawner" and everything repeats depending on Action Points.

    But I could not succeed in this approach.

    So, I am looking for help.

    Is anyone there ho did such a thing, or have any ideas of doing so?

  • They have information about API, but i cant post it here. So if you are interested, please, contact me via email.

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  • Hello guys. I am looking for help with API for Kizi.com.

    I want an external API plugin for Construct 2.

    My budget on it is 100-150$

    For details. Send me email on

  • Thanks everyone, I will continue my little tests with such things. And will try to optimise better.

    About pre-render blast. Surprisingly it works well with blasts, even with lots of sprites. FPS drops are only on continiusely spawned fire sprites.

    And once again. Really thanks for all replies=)

  • Thanks everyone, I will continue my little tests with such things. And will try to optimise better.

    About pre-render blast. Surprisingly it works well with blasts, even with lots of sprites. FPS drops are only on continiusely spawned fire sprites.

    And once again. Really thank for all replies=)

  • Yea I understand that lots of sprites is no good, but on the COnstruct Classic it was not a problem. So I would like to know is Construct 2 have other methods for such things.

    And what about pre-render effect? How can I do it?

  • Thanks for reply, I am still testing a problem.

    But I have a question. I am using Node-Webkit and I just want to know is there limitations for heavy effects for desktops? In case if logic is good.

    And how exectly I have to check hardware render& Is there any options for that? Sorry if it's a dumb question, but I am not good with technical things.

  • I am testing Construct 2 and I have a problem. I am doing a big game for desktop with lots of sprites and big juicy effects. I have no problems with blasts but when it comes down to fire effects(On turrets are destroyed they spawn 3 sprites every tick to represent fire) I have big FPS drop even on my powerfull PC.

    So my question is can Construct 2 handle really large amount of sprites(With Addictive blend) like effects? And what are limitations for things like that?

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Voni

Member since 20 Apr, 2014

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