saiyadjin's Forum Posts

  • use blend modes on those sprites - out and in should do the work

  • try using not sine behaviour, but calculations using sin + cos with setting X and Y position of your item.

    or something like this:

    y = time

    x (time ) = A * e^(-(gama)*time) * sin ( omega*time - phi)

    apply that to x and y and use some values to find out which suites the best. 2nd formula is undertoned oscillation - stops on 0

  • you can have your player with 4 animations:

    -idle - looping idle animation.

    -idletorun - a couple of frames where you start to run

    -running - looping while running

    -runingtoIdle - couple of frames from running to idling

    or if you want to do it hardcore way - gradually slow down running animation, it will look like you move slower and slower, and then swap to idle. though this will require only 2 animations it will look way worse.

  • using timer + instance variable on player.

  • once transition hits (every 5 sec) and sets cameras to 'rotate'

    you start doing the event cameras = "rotate" layer game angle to level angle degrees.

    it happens every tick and all the time, even if the angle is the same. try adding cameras="" under it and test then.

    also try resizing the background tile - size 4032x992 is just HUGE. you can reduce it to window size - reduce it to 2560x256 and try again.

    also reduce the wall tiles. 2592x288 or even less. i just don't know why you don't use a simple sprite that is not background tile. use a simple black sprite - it's static, can rotate and doesn't tile. definitely more performance friendly.

    also of course that background tiles are slower. it's obvious.

  • use custom movement. works best for me. also there is push out from solid (nearest) which moves your thing away when it hits solid.

  • here's the link - http://www.filedropper.com/test_14

    tested with 2x sprite and sprite + particle. 1000 10000 and 5000 objects.

    if someone wants to test - use current test vs this one: - add every 0.2 sec - set ps position to tes1.x and test1.y and remove pin behav from ps

  • tested it - seems like pin vs set position every 0.2 makes no difference. i even got it to the point where pin works actually better then

    pure setting xy.

  • this is not really a "how do i", more like "is it better if"..

    so i have a boat, and boatFoam particles. these particles are created under boat and they have some time to expire, pretty short, but when boat moves it looks like foam behind it.

    now i've done this in this particular way - create a particle on 0,0 + event that does this: each 0.2 sec (way less then each tick (around 12 times)) - particles set position to

    enemies (family) on imagepointx (0) imagepointy (0), and set angle to some angle.

    now my question is - is this more performance friendly then pining the item by position only to the boat ? also there is no loss in visual quality when i tried pinning / this method but i think i've gained some performance (though the game runs stable 75fps on my machine all the time in browser). am i correct?

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  • it's not a lack of motivation it's lazyness.

    and i get where it's coming from - you get depressed when you get stuck into one thing that can't get resolved / work better.

    but as danwood suggested - force yourself to work day by day until you finish one project. you will learn much, and on your next project you will glide through it.

    currently i'm working on a game that took me over 200h+ to make 1, yes 1 LEVEL!

    but all next levels are mostly c/p with different enemies /shoot/move modes.

    the only thing yo have to do, again, FORCE yourself. once you're into it really, you won't feel lazy and that demotivation that happens. also once you finish your first game, you'll be really motivated to start the 2nd one.

    also i'd advise you to create a game where you can be creative - think of something new, play with it, show it to people (in completed creations) - post online, show your friends etc.. ask for opinions, upgrades, play until you are satisfied with your game, when everyone loves it and let that game after that go. then start your 2nd game, and for more motivation make sure you make that game better then 1st and make sure you go monetizing with your 2nd game. you might not earn a lot, it might be buggy/laggy but you learn and should be proud even if you earn 10$. this will motivate you for your 3rd game.. and so on. and as you grow as a developer you might wanna side by side learn javascript to be able to make your own plugins and behaviours. also you could learn webgl and make some effects... but it all takes time, investment with community and more and if you're not able to do so.. give up.

  • i'd rather see something like in visual studio - ctrl +f opens a small search box, which has search next / previous / all with options in combobox where you can select

    current document / whole project / current folder / etc..

  • this would not work. - behaviour for loops as described.

    let's say you have 5 items with 5 behaviours - that's 25 iterations that have to happen. now let's say that one item is instead using 3 behavs - therefore

    23 iterations.

    you would have to do 4x5 and 1x3 loop. best way to do this is - foreach object - foreach behaviour in it - update behav. when there's no more behavs 2nd loop stops

    and first iterates next. what you're suggesting is that you do behavs globally foreach object, by inserting object into behaviour list. you haven't done really anything else.

    you have to do all 5behavs on each 5 items, just vice versa. also calling tick in one while 8-10 times- big no.

    what i'd suggest is something better - way better - behviours and plugins should have event listeners for ticking. once tick happens - each object / each behaviour updates globally, therefore no for loops at all. of course this could be pretty hard to achieve because we want some way of updating our objects - we don't want the last object to update first. so i'd do a list of objects - where you call tick over objects - which fires their events for every behaviour. ofc then we have only 1 loop that goes through all the objects ONLY. (instead of 3 loops). still again - do we want all the behaviours / plugins to happen in a particular order or chaotically?

    also another suggestions (which i don't know much about) - parallel loops? parallel.for? (c# has it, not sure about JS)

    also i've just had an idea - when you click on a function name - it automatically takes you to function definition. (make it clickable in event sheet)

  • thought so, but i was hoping there was a simpler workaround for picking instances :/

    kinda clutters event sheet.

  • how about turning off pixel rounding in your project setting and setting it to linear sampling.

  • i've managed to create healthbar and pin it to each enemy (when you hit them first time)

    but now i can't get to manage those healthbar to reduce their size when hit 2nd 3rd and so on time.

    how do you manage that? also would like to destroy it when enemy dies. (can't use container because there's a death animation that loops later

    and enemy isn't destroyed until it leaves layout)