MadScientist's Forum Posts

  • OK. Thanks

  • Good day. I have legal question. If I heavily modify and rework example project so that my code in it will be around >50% and my graphics in it will be >90% then can I publish it and monetise? Should I reffer to example creator name?

  • Yep. Try to check for degrees in 2 conditions.

    Like:

    -------------------------------------------------

    angle(player.x, player.y,mouse.x,mouse.y) <135 .l

    and

    angle(player.x, player.y,mouse.x,mouse.y) >= 45 l

    -------------------------------------------------

    So you need to make sure that sometimes it is, lets say ">", and sometimes it is ">=".

    You need to make sure that there is no situation when you have lets say exact 45 degrees triggering 2 different events. Also add another condition which will check if required animation is already playing. Like:

    -------------------------------------------------

    if:

    angle(player.x, player.y,mouse.x,mouse.y) <135

    angle(player.x, player.y,mouse.x,mouse.y) >= 45

    (inverted) Player>IsAnimationPlaying "idleup"

    (inverted) Player 8dir is_moving

    than:

    set Player animation "idleup" start from beginning

    -------------------------------------------------

    and check that all your animations set to looping

  • It is hard to understand what is happening when we do not see it in action. Please share .c3p file

  • Sorry if it is too much noob question, but I could not find info on it.

    So I was wondering is it possible? I am working with a timelines now for boss animations and there are a lot of times when I need to change length of some movement in middle of timeline , but keeping time length of all remaining keyframes. Selecting by mouse takes a lot of time when you have minute+ length with 100+ frames. I feel there must be a keyboard shortcut for this. Is there? Also there is high chance that r401 will crash during selection of multiple keyframes by mouse.

  • If you want to move something and have it be correctly affected by physics at the same time you must move it by physics.

    Uf. Thanks for reply. Math time! I already have something on my mind, but will delay it until performance issues.

  • fedca

    I have a question. When I move enemy by Set Position - it stops movements by phisics, so when world moves around my character, everything moved also by physics - stops and only moves by Move event. Any way to make both pysics and manual movement to work same time?

  • Best working and best performing solution I had found for Vampire Survivor like enemy behavior is using phyics.

    Threw together a little example for you: (edit: updated version)

    https://drive.google.com/file/d/1xL7J-6fcYV0DROR24FHLW_w1j78QgD4a/view?usp=sharing

    Let me know if this works for you! :)

    This is so amazing and simple. You opened my eyes!

  • Like here, Damage on collision with another damage, save damage number of first 1 to local variable, and destroy it, add to second one number from local variable.

  • construct.net/en/free-online-games/skies-hope-survivors-49391/play

    Weapon slot 9 will give immortality when shield appears

    I am working on a close stuff.

    Here is what I come up with

    You can test in my game 80 enemies at once and it is far from perfect, but somewhat working. I will improve it later anyway

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  • Also you can use dictionary or array and call it by YourDialogs.At(int(random(0,10))) or something.

  • You do not have permission to view this post

  • Subscriptions are super good for beginner devs

  • So in conclusion it all feels weird for me, but greatest impact on performance is a scale or size of rendered object and I do not like it.

  • Hello there. I am not sure is it any new information (probably not), but I tried to make my own research on C3 performance and got mindblowing findings as for me.

    So lets start from what am I working on.

    Laptop (Asus FX705DT): 17" 1080p 60hz machine with Ryzen 3750H, GTX1650(4GB), 32GB ram, SSD, Win10 last update. I lost a test file, so I will explain. I created simple project which spawns at random position on screen 12size animated sprite with collision mask and size around 300x150 with a sine vertical behavour with huge random fluctuations so all move little bit different, animation looped. It will continue to spawn this sprites until fps goes 59 or less. Construct R339 beta

    [It will show 0 fps on screenshots, but it is actually 55-59]

    Here web gpu disabled (as I understand only for preview)

    As you can see - avarage result for my machine is 5245 objects (Take with grain of salt, testing environment far from perfect):

    I was playing with all settings and ideas, but impact was always minimal. Even increasing quantity of collision points dont do too much impact on performance.

    Changing webGPU setting do 0 impact.

    Switching off Worker had around 5% impact negative:

    Composing Mode switched to desynchronised - made things worse by around 2.5%

    Intrestingly downscaling quality lowered to "Low" or "High" made things much worse:

    Gpu mode do not do much impact for some reason.

    Switching 3D mode manually eats up around 50% of FPS even if you have no 3D elements:

    For some reason switching off Anisotropic reduced my FPS (Retested few times and results confirmed):

    Reducing Spritesheet Size to 512 did huge negative impact (increasing to 4096 give small 1% boost) :

    Switching Sampling from Trilinear to Nearest had drastic negative impact:

    Changing pixel rounding to "ON" almost had no impact.

    So. Here something interesting starts. First I reduced sprite size in internal image editor 1.5x times, but increase scale a bit to make them feel like old size. No impact on performance.

    Than I increased scale of objects without and with change of original sprite size and got same results like spritesize does not matter too much, but scale matter(or rendered size on canvas):

    Crop invisible did some performance increase:

    So I decided to use small texture, and switch off all pretty settings, and got my worst results:

    And same texture, but object scaled down: