saiyadjin's Recent Forum Activity

  • indeed, i didn't see that each object had pick by unique id.

    thnx

  • that's what i'm thinking, but that would be such a good feature to have :/

    gonna have to wait ashley to respond or someone else with idea... (i know workaround already but i want to get it as clean as it gets )

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  • so this is my problem:

    i have an object called Enemy.

    this object is in Family called Enemies (doh).

    Enemy has a container with 2 more objects (for example - Foam and Flag).

    When i calculate health for enemies i use family Enemies so i cover each type of enemy (if there is more of em).

    And everything works as expected, but at one moment i have to remove objects from screen, those that are contained with Enemy because i swap Enemys default animation with something else. Therefore i have to remove other 2 objects from that Enemy with setting them to invisible (if i destroy them whole container goes away).

    And there is my problem - when i set those objects to invisible - if more then one Enemy is on screen, each enemy loses those objects, not just the one i've picked. (Yes i've used Pick instance by eval) - when my ball collides with enemy i call a function which passes Enemies.UID, and in function it does pick where Enemies.UID = function.param (0).

    blah i'm bothering too much, here's an image.

    Ashley - could you explain why this happens too? does it have something to do with families? containers don't go through families? (are not recognized)? i think containers could be expanded to gain a bit more functionality (or i'm doing a bad design)

  • Jayjay - it should work just fine, no idea what could cause problems you describe (maybe drivers/buggy windows/there's a lot that could be wrong )

    i believe we are 2 years away from everyone havin' this years's phones that can run mostly anything good. so i'm not concerned about performance. also people should be doing smaller games, and gradually improving

  • drop it in installation folder - gg.

  • paradine

    nope, they do it in unity because it's a C++ / c# oriented language, and their base is windows which is on most PCs gamers use.

    also the other reason is - they want 3D. if developers did 2D games for PC, we'd be stuck playin' pinballs today instead of battlefields and what not.

    also unity isn't that great despite from you thinking "everyone is using it", and i haven't really played a lot of unity games, most people stick with c++ / and i saw a few c# games / for games.

    also what you're descibing is wierd. you compared Crosswalk and "native APK". not PC game. Native for android is Java, and therefore it's run in java virtual machine. which transforms code to bytecode which is then used on cpu to run your game. HTML & JS have a bit more to do - interpreting -> compiling -> bytecode - > cpu. of course it's slower. adding crosswalk over that slows even more. but even though it's a layer above java it's still fast, and no, doing "native" which is really not native, would be just a pain in the ass for scirra to do. losing 2 years on something that hardware will anyway eat sooner or later + new JS browsers/compilers that are way faster - > no point in it. Everything else that makes your game slow down - is your bad design.

    Also if you didn't know - 3D runs way faster then 2D on all hardware (don't let me get started about this...).

    you should stop complaining and leave if you don't like c2. there's java. learn it and android sdk and build your game in androids native language. good luck with that.

    davarrcal - noone didn't say that native was slower, it's a layer less but not so much faster. also even native depends on loads of factors like - language it was written in. c# / c++ / java / c - they all give native, but different performance. also you've tried games on your galaxy tab - which has a pretty weak graphics and very very slow cpu. also an old android version. i agree that people maybe don't have money to buy newer hardware, but if you buy a bad mobile phone and expect it to do everything, maybe you should reconsider / save more money for something better.

    the easiest is to complain, everything else is hard

  • megatronx - try it on your pc that is in your specs (i5 2500.. etc..) but i guess that pc will do it fluently.

    glerikud - thnx, but it took a lot of time, i'll explain it once it's done completely.

    p.s. i'll post my game once it's done, new version should work way better then this alpha version (which has loads of badly optimized events)

  • easily done.

    you probably did - on destroyed - add some number to score.

    what you should do is move that action (add some number to score) to event that checks if button was pressed in correct time.

    then when object is destroyed on that event of pressing button in the right time - you get the score

    otherwise you don't.

  • that logic is flawed paradine.

    you didn't include the feeling of driving which some people love. also you didn't include the time needed to develop teleportation - probably won't be around next 100 years maybe more. then all the initial risks and probably deaths by teleportation.

    also you didn't include that in 100 years you will be dead when teleportation becomes reality. to achieve progress you go progressively. you know that first car was working on steam? now we're soon entering the era of electric cars, and teleportation probably comes after that.

    also if you prefer no cars - then i guess you can travel 500miles on your bycicle or by foot since teleportation doesn't exist.

    i'm pretty sure you can't be so strong to run around the world. you're not goku. and you should stop talking nonsense and OFFTOPIC.

  • byondisoft - can you just tell me what was your FPS? cpu usage and when do you notice slowdowns ? (they should appear when you get higher weapon level and hit multiple objects with bombs because shitload of particles )

    also - this game uses 1366/768 res, and has 5x3 sprites of 256x256 water tiling. under them is 256x256 normal map with bump mapping, so that's pretty heavy on cpus.

    and like i said, this was early alpha and the game runs slowly to anyone, even my old pc sometimes slowed down, but my newer version (and soon done) works 10x faster, because i've done shitload of optimization, used way more functions, removed more "every tick" events, and used 1 tiled sprite which should be faster/optimized for tiling water animation. also added option to disable particles and more... you will see soon when i post it

  • my current PC is pretty strong

    (i4860, 980M, 8gb ram, 120gb ssd + 1tb hdd).

    i've also tried it on my older PC which is waaay weaker (and worth maybe 500€ which everyone can buy these days (laptop)), it's specs are - dualcore 2.0ghz Core2Duo, 4gb 800mhz ram, 1GB ati radeon 4650, 500GB drive 5400)

    here's a link to my alpha version of the game:

    https://dl.dropboxusercontent.com/u/13675221/index.html

    try it and see your performance in it. i will post full game once i'm done with it. but i've noticed quite a good improvement in performance while redoing my whole game, because my initial design (this link) was horrible.

    megatronx

    p.s. loading will take some time.

  • megatronx - i'm pretty sure it's not me / engine that is wrongdoing this.

    i'm using nw 12, and people whine how bad it is, blah blah, but when i export my game with it, and play it, i notice 0 jerkiness (that people whatsoever reported all the time). also performance is on the highest lvl.

    and trust me, my game is for PC, and uses loads of wrongly done stuff, but still works good. i'm doing an improved version atm, but i can host my game if you want to try the old version. it uses almost everything (except ads and shit) that c2 can offer. bump mapping, effects, particles, scrolling background, families, combinations of this and that, and much more. works like a charm.

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saiyadjin

Member since 19 Jul, 2014

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