shinkan's Forum Posts

  • I did test 2nd example and as I thought it is faster. I was able to create 400 sprites with full 60fps.

    about 450 sprites - 45 fps - starts droping

    about 650 sprites - 12 fps - like in 1st example but was able to get over 6 times more sprites.

  • Actual chat it's nice... and empty ;)

    [quote=]We could run both in parallel for a few days to see which one people prefer?

    I'm in. let's do some testings :)

  • I'm aming opposite, few static objects and many moving :)

    gonna test 2nd example tomorow (well it's 4' o clock in the mornig so today) with my current setup and compare results.

  • Made "A" with bullet behavior with random angle at start. When "B" overlaps "A"s detector (simple - Is overlaping another object) "A" is speeding up a little and angle is se to "B" direction.

    I've already do some tests with 1st example - works fine with 50 "A" sprites - 60fps all the time. Big slowdown starts with more than 100 sprites (200 counting "A" and detector) from 60 to 12fps.

  • Just curious whats faster to calculate.

    Let's say there's a 10 sprites "A" (container with "detector" sprite) and one sprite "B".

    1.Every time "B" overlaps sprite "A" "detector" (one or few), "A" is doing something - until "B" stops overlaping it.

    2.Every time "B" is in "distance(Ax, Bx, Ay, By) < 100" "A" is doing something - until "B" is in "distance > 100".

    In first example you have two sprites - one sprite "A" and one sprite "detector" (which has to be always set to "A" position" for this to work)

    In second example there's only one sprite "A" and detection is made by events.

    If i'm thinking correctly second example should be faster, right?

  • no worries, actually i'll never used custom movement so i can play with that for now :)

  • yes, but thats allready made behavior :)

    [quote=]2. I would like to make that kind of behavior by events to learn some more and understand how this can be achived

    :)

  • I have two (or more) instances of sprite "enemy" (Family "enemies" as well) who wander on the layout in random directions.

    If they are in specific distance to the player they start pursuit. It works great but if more then one "enemy" is chasing player they start to overlap each other..

    I've been trying many comparisions and overlap/collision tests but none of them really work :/

    one more thing, i could easly to that using RTS behavior but

    1. it gives me to many problems and crashes(every enemy is made of a container with few sprites and different families)

    2. I would like to make that kind of behavior by events to learn some more and understand how this can be achived

  • I think it just a way how ball behavior was made - solid object can only bounce of solid objects. If you don't want some objects to be bounced off, turn off solid for them :)

  • Just an idea.

    Fog of War

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  • oww that's a great tip, thanks tulamide!

  • they always do ;)

    try to make/insert that sprite with bear again, to see if that situation repeat or fix itself

  • that's awesome ;P It really does remove one sprite after inserting two object and even then if you delete those two objects i got CC crash.

    You have to do something that CC didn't like :)

    Can't thought about any ideas to fix that, only starting a new project and trying to do the same thing, and check if it's gona behave same way :/

  • AppPath & random(10) & ".png" or

    AppPath & "" & random(10) & ".png" - sometimes i have to add empty "" for that to work and sometimes works without it :/

    if your files start at 1.png add random(10)+1

  • there is no such a thing like favorite video game, favorite music track, favorite movie.