newt's Forum Posts

  • Well you don't have to use collisions. You can pick the closest object within her angle(granny.x,granny.y,zombie.x,zombie.y).

    With that many objects running at you you shouldn't have to worry about accuracy.

    All people want to see is something blow up.

    Also try to scale down the physical size to the nearest power of two size. You can then up-scale the images in game.

    A lot of games do this, and yes some of them look like crap.

  • For starters, get rid of the big music loop. Mobiles don't have a lot of memory, and you're already stuffing it full of graphics.

    Second lay off the graphics... You probably have to many frames x number of different objects animations for each angle.

    Third, check the collision polygons, I couldn't hit those sheep if I had a shot gun.

  • Ok, will give that a try. Wasn't sure that would work well at the pixel level, what with how things get interpolated.

  • bald zombie chickens

  • So he plucked

  • Its not really advised to use multiple key presses. Not all keyboards handle them the same way.

  • Wiiu got tired of all the flappy bird clones and decided not to let indies publish without buying a wiiu devkit.

  • Make a variable, call it isUnder.

    When you place that object under another set the variable to 1.

    That way you can use the variable to keep from picking that object.

    object variable "isUnder"=0

    -on object clicked, do fo

    If the variable condition is not met, its not picked.

  • >

    > > delgado

    > > Your code is the most likely culprit.

    > >

    > > I made a post(not a thread) about this a few days ago. Where I went over that C2 and CJS are fine at rendering. The problem was in my code. C2 doesn't optimize code and more especially it doesn't optimize Sheet ROOT events. The more root events you have occuring per tick the more your game will slow down. You will especially notice with older devices.

    > >

    > > Also what surprised me was that even just having a GROUP or an included EVENT SHEET will impact performance there code calling also seems to slow down performance.

    > >

    > > As a test set up the most complex scene in your game. Then detach your EventSheet from the layout. I bet anything your performance will jump to 55+ as long as you keep to mobile gfx standards.

    > >

    >

    > I was surprised after reading this, I tested this in one of my games that have little slowdowns in my tablet when i have a lot of objects in screen (140-160 objects), and 80% of the code is in functions, in another evensheet. I tried to move all the functions to the "game" evensheet, I removed the "Functions" evensheet and i have exactly the same performance.

    >

    Why wouldn't it be the same? You haven't changed anything. Stopping the offending bit of events is what he was getting at.

  • If you're taking requests, it would be nice to have active topics broken down by sub-forum.

    If that's possible.

  • Heres to pepto bismal robots

  • Um, yeah the "gif" part could be an issue.

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  • Its really hard not to go full flame when you say your using old hardware, but your users are from a high spec gaming world.

    Wouldn't they use modern machines?

    It doesn't have to be from this decade, but geez half that would be nice.

  • Is it possible to draw a point, or box with zero opacity?

    Kind of like erase, but drawing with zero alpha.

    rgba(0,0,0,0) doesn't seem to do squat, even though getrgba returns that value.

  • "under performs"?

    What are you comparing it to?