saiyadjin's Recent Forum Activity

  • dude, 13 works with 217+ only.

    follow the changelog of construct otherwise you miss a lot of things :/

  • what ashley said, or create a layer above all, and do effects on it.

  • or simply find a free good animation of canon shooting. (you can check my game in link below and see if that's what you're looking for (boss shoots from canons like that))

    and that is made with animation. it's the simplest way.

  • i've done my testing in debugger

    1st test - 1% cpu

    2nd test - 3% cpu

    3rd test - 3% cpu

    4th test - 3% cpu

    5th test -5-6% cpu

    6th test - 20% CPU - uses function

    7th test - 24% CPU - uses function

    8th test - 24% CPU - uses function

    so i've ran the benchmark he gave, but this seems very odd to me. 25% CPU ? that's one CORE - also that last test never stops, so your code might be buggy (i'll check in more detail tommorow). Also i've got 4860M (quad 3.6GHz) and eating 25% with functions is wtf. I mean i've made a game / template / with long and loads of functions (check link in my signature) and i've never went over 15% while playin, only when loads of particles went on screen - then i'd go up to 70%. But going over 15% with functions... i'm pretty positive your code is buggy

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  • the only thing that i miss is tiled sprite plugin.

    there is one on plugins subforum but it doesn't work except in preview, and it's owner won't update it :/

    i'd do it myself but i have to go through webGL javascript book to learn it first :/

  • what are you talking about?

    facebook plugin was developed by 3rd party, some guy here (don't know his nickname).

    also he now works on people's projects for some fee, doesn't probably update facebook plugin, so you're on your own.

  • finish first. then go to 2nd. i have a txt file of ideas... waiting to be resolved.. but i go 1by1

  • because setting an integer variable to 0 or 1 is the same thing,

    though i think it should reduce a bit of code, instead of checking if something == 1 or 0 , you could do if (var) -> do something,

    because booleans by default have false or true only. wouldn't affect performance, only would be easier to write a line.

  • nothing yet, i'll need around 2 weeks to finish the version 1.0 of program. also i will need a few plugin developers like and others to upload some plugins

    and a few users to test downloading/installing etc.

    i'll update here in a week or two, depending how fast i can c#it

  • trigger once will happen once after x seconds and never again.

  • i'm looking for some testers that are willing to use my system for plugins once it's done... for feedback.

    are you up for it?

    also i'd like to invite everyone else who uses plugins to try the non developer mode (downloading and installing, commenting, bug reporting etc..)

    (p.s. it's not done yet, just want to know if there's someone who would help testing) ? estimated time to completion - cca 2 weeks

  • sin(2x)? or sin(x/2), depends on what you need.

    http://www.wolframalpha.com/input/?i=sin%28x%29 <- sin x (default sinus)

    http://www.wolframalpha.com/input/?i=sin%282x%29 <- sin(2x) (sinus with halved longitude)

    http://www.wolframalpha.com/input/?i=sin%28x%2F2%29 <- sin(x/2) (sinus with 2x longer longitude)

    as you can notice, to reduce the "length" you need to increase 2x part (change 2 for the number you need depending on size), for prolonging waves you need to increase x/2 (instead of 2 .. put your numbers there)

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saiyadjin

Member since 19 Jul, 2014

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