GeorgeZaharia's Recent Forum Activity

  • if you want to reset you can use either reset layout system expression or go to layout..

    for resetting the local variables i think they reset automatically on restarting the layout

    for resetting the global variables you can use before the go to layout or restart the layout expression ... the expression called reset global variables that will reset the variables to the default state of them.

    but reseting the global variables wold cause issues like in the case of having highscores that needs to stay with the last values unless you save them in a localstorage or server, the data of highscores will be lost.

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  • follow this tutorial the system is for bullets reflecting from shield. but should work for ground also or any other object.

  • procedural Dungeon Generator this might help i guess. not sure how well you will understand it.

  • bumpy examplewithout plugins in case you need it.

  • like this?

  • if you mean this type of dashing? example file.

    i just edited you capx file a bit...

    i disabled the stamina usage to 0 for testing purposes... c2 has some spawning problems on this capx and the shadow effect is a bit out of place. hey hope its what you wanted.

    and hope you like your new player face .... got borred wanted to do something more then a green block haha

  • Well, you can use any other condition not just empty, and there'll be even more lags. But it doesn't matter how laggy the project is, the actions never can be skipped, if you are having your actions skipped then you should report this as a bug for sure. You can check my .capx above with a heavy and laggy function, it frozes the game for 5-10 seconds, but no following actions are skipped and no wrong values.

    well yes but your capx that repeats "8797899" its not a actual "laggy example" caused by the function filtering but mostly cause you used repeating that action to many times. which of course wold freeze or delay the system until the "8797899" repeats are finished and then the right value wold be written.

    but on my capx you dont have no repeats and cpu increases ... on higher amount of objects (bigger projects) that type of unoptimization wold cause a freeze or cpu spikes that wold make the game/app act like skipping and you will start seeing objects going haywire or objects passing trough walls, or objects just not doing nothing or reacting to late. by "skipping" i meant not responding in the same order it should no matter the browser fps or delay of system.

    and of course im not using that type of event hierarchy i just said most people do use them and its a bad example of usage that may lead to freezes that visually look as a action or event is "skipped".

    maybe "skipping" is not the best term to use here.

    let me create a type of example infinity run like where i encountered the "skip of a action"..(edited: but i dont think you wold face any skippings nor i at the moment on my current rig) this types of so called skipping where happening on a older rig i had a few months back. now even if i manage to replicate it i wont notice it since my current rig its just awesome lol... i have some projects i could share and you could run as a test on mobiles or ur pc but requires premium plugins so... need to basically replicate those in a free way.

    anyway im not complaining about it cause by this time i learnt to work around those issues. but you asked

  • ....... click button to compare difference between glsl opacity .Use Chrome!

    http://gigatron3k.free.fr/html5/C2/FX/glslopacity/

    lol what to compare? hahaha the difference is like comparing a sloth with a rabbit hahaha its insane

    before pressing the button 10 -15 fps.. after i clicked it things got super speed haha 60fps and keeping straight insane work man ... keep it going <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    i was using your 3d starfield last week and managed to get 60 fps constant with around 20,000 objects ... i know its pure magic <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">

  • lennaert

    newt

    well as i said in the above post its not happening everytime depends on how cluttered the project is and depends on the hardware that runs on.

    for example i had run some projects on mobile that was basically unusable because the system was skipping or reading the events sheet with delays.

    Sisyphus

    here is a example capx with multiple empty events filtered trough functions.

    you will notice a 0.1 -0.2 cpu utilization fluctuation depending on your system, instruction can be found in template

    Edited: And that example is only using 50 objects moving 1 px and thats it... imagine having 100 or 300 moving jumping or adding effects on it... the cpu wold "explode" or app wold crash on most of mobiles/browsers [/code:33n4anit]
    
    when you start the test leave it 1-2 seconds to get a stable point
  • wow you've been busy haha, cant wait to see how those will turn out

    dont worry about my request take your time i know its going to be awesome

  • awesome

  • i presume your bullet speed is autoupdated on everytick based on car movement thats why it accelerates as the car... try setting the bullet speed relative to the car movement only on spawning of the bullet or rocket what ever it is. that should fix it.

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GeorgeZaharia

Member since 30 Jun, 2014

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