saiyadjin's Recent Forum Activity

  • all 3 are good, but from what i've heard maya is supposedly easier, and 3ds max is dropping animation support from 2016 on.

    in the end i think it's not about the software really today, it's more about the artist / user who defines / creates the work.

  • yeah 3d max is also good. maya and 3d max. you can do it with blender which is free, but takes more time to make better shapes and stuff because of less features.

  • blender? maya? do you know even what 2.5D stands for?

    if you're aiming for isometry - that means exporting your models + animations under 45° angle from x and z axis. you get a visual that "looks like 3D" but it's actually 2D. a lot of playing with z-ordering though should be applied.

    and real 2.5D - it means that your sprites are 2D, and your objects (land, buildings etc..) 3D, real objects, and that is supported via Q3D plugin, otherwise it is not.

  • no idea. i updated normally on 221 on win 10.

    try uninstalling downloading new installer and installing then.

  • create a family of avoidables and set them to ignore?

  • interesting if you're using your 1 image of fullscreen size and you're moving it around don't expect on most phones more then 10 fps.

    here's how:

    different phones have different graphics chips.

    lumia & most androids - Adreno 200-400 - around 130 - 300M fillrate (pixels per second! )

    iphone has PowerVR graphics - they have huge fillrates - 1G fillrate - even the old weak ones.

    desktop PC - around 200+ Gtexels (but let's take the PC out of equation, everything will work on pc

    so... you've created your graphics where you do something with your 854 x 480 single image

    let's calculate the fillrate with that image:

    853x480x32 = 13117440

    now let's see how much fps can we get on each of our phones:

    lumia and androids - with adreno (let's take the best one - 300M) = 300 000 000 / 13117440 = 22,87 FPS - on the strongest adreno, since you got ~ 10 fps, i guess it's adreno 200 which has 130M fillrate which gives us 130 000 000 / 13117440 = ~10 fps

    iphone - 1G fillrate - 1 000 000 000 / 13117440 = ~76,23 fps - which is a good performance.

    therefore conclusion - the problem is not your hardware, it's your game and the things you want to do. therefore you didn't really understand what ashley wrote in "not to waste memory" article..

    also a bit more math - if you want to fill your space with moving objects - if they are 50x50 pixels - you can have them 1250 to work fluidly on every phone ~100M

    fillrate

    the only thing i'm not sure 100% is if that is for 1 frame / s, or 60 frames /s, because if it's for 1, then for 60 you get ~ 21 object max

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • you need to use families for that -> which changes all instances, and since you don' have full C2 (according to badge) you can't do that.

    other then that i'd put:

    if monster.pathfinding.angle > 45 then monster.animate. walk down.

    other then that walk left.

  • it's the best if you aim to use exactly set sprites. for example: you need a monster - bigger - create it 512x512 and use it like that, don't create 1024x1024 and then

    resize in editor because it will cripple your stuff.

    also aim smaller sprites with lower res .)

  • since he asked left, right, up and down i'm pretty sure isometry isn't the case here

  • how about instead of overlapping with offset you start using dist (sprite1.x, sprite2.x, sprite1.y, sprite2.y) <32 -> destroy sprite1 ?

    problem with overlapping - imagine my object is a big ">" form like this one (sprite 1). And now imagine your second sprite is a dot "."

    if you check for overlapping with -32 x and y - they will never overlap and therefore your event will never fire, even though the dot is under 32 distance from <.

    Also you have to take in that origin point of your sprite is the point where you calculate your stuff from. not borders. sprite x,y = origin point. So using distance from sprite 1 to sprite 2 you get this:

    if ( dist (.x,.y,<.x,<.y) < 32)

    destroy <

    (it won't matter if left, right top or down, each will work. )

    math pls.

  • sales ended! thank you all for buying

  • i have no glitches.. seems to work fine. i'd rather complain on some gameplay things but i guess it's not finished yet. though it seems fun. also - > massacre pod berlinom? really? XD they'll call you a terrorist

saiyadjin's avatar

saiyadjin

Member since 19 Jul, 2014

Twitter
saiyadjin has 2 followers

Trophy Case

  • 10-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Coach One of your tutorials has over 1,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

16/44
How to earn trophies