Waltuo's Forum Posts

  • Thank you very much for your help!

    I tried the solution proposed but unfortunately I still haven't been able to make it work. Here's an example capx (sorry about the couple of disabled extra conditions as I was trying different things to solve this!):

    https://dl.dropboxusercontent.com/u/163 ... oblem.capx

    Both triggers activate correctly but don't deactivate. I suspect I'm using "trigger once" wrong here, but if I remove it then no visible changes happen at all (infinite loop?).

    I've been trying to get this to work correctly for several hours now and it's getting tiresome so if anyone has time to take a look at the new capx and have ideas on how to fix it I'd be very grateful <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Ok, I have a family of objects that I'm trying to have activate/deactivate triggers. It works for individual object but if I try to have multiple objects (with different ID's set by instance variables) it starts acting up. What am I doing wrong here:

    FAM_OBJECTS is overlapping TRIGGERSPRITE ->

    For each TRIGGERSPRITE

    System Pick OBJECT where OBJECT.ID = TRIGGERSPRITE.ID

    Trigger once

    -> OBJECT set boolean true

    Else

    FAM_OBJECTS is not overlapping TRIGGERSPRITE

    Pick all TRIGGERSPRITE

    OBJECT ID = TRIGGERSPRITE.ID

    For each OBJECT

    Trigger once

    -> OBJECT set boolean false

    It seems to trigger/deactivate correctly for one object but with multiple objects overlapping triggers with different ID's problems arise. I can't figure out how to fix this so any help is much appreciated!:)

  • glerikud thank you, that's what I also suspect is the case but just wanted to make sure, as I have quite a few pinned objects in my project. Maybe Ashley can shed some light in this.

    I'm already familiar with the links posted but I will read through them again to see if I've missed anything. I've managed to get my game running a bit smoother now but few extra FPS couldn't hurt

  • I was wondering does pin behavior still use the same amount of resources even when the object it's pinned to is not moving? In other words, if I have object A pinned to object B, and I stop moving object B for a while, should I also unpin object A temporarily or does it matter at all performance-wise (I have lots of different pinned objects in my project)?

    I want to improve the framerate on my game so I'm trying to optimize whatever I can, so any input on this is greatly appreciated!

  • Big thanks to R0J0hound for this plugin and all the work you've done to the C2 community!

    I was wondering in general, is it better to use multiple smaller paster objects or one big paster object (to cover solid objects for example), are there limits/experience on max amount of paster objects layout should have?

    Should paster sizes follow power of two and what is the suggested max resolution size for paster objects, say for mobile use?

  • I'm trying to make my game run better on less powerful systems and would love to hear some tips on how to approach this.

    I have multiple objects / enemies with mostly simple movement behaviors (sine, LiteTween) that I would like to toggle off when player character is not in their immediate vicinity. Then when player is near them, I'd like to toggle the movement back on (and of course make all this work so that player never notices any difference .. except hopefully better framerate:).

    I tried using "is on-screen" / "not on-screen" in events for this and it works somewhat, but not exactly as I'd like. If the object / enemy is right outside the screen (but still very near) it also stops moving and never comes to view again unless player moves, and I would like to find a better solution to this.

    Ideas that come to mind are using something like line of sight, checking for distance between player and the object(s) or using invisible detector sprite pinned to the player to check for overlap with enemy objects and activating when overlapping. However, I don't really have any idea on how much of a performance hit each of these methods are and what is the best approach to try.

    I'd like to improve the performance instead of making it worse, so would love to hear ideas on efficient ways to do this. Thanks for any help!

  • Great news, thank you! What do I have to do to claim my prizes?

  • Waltuo wins for Dec 6th, Rate Droid!

    Excellent, thank you!:) Looking forward to it!

  • Nice and interesting read! Thank you for the interviewer and for Ashley for taking the time to do this!

  • Nice idea! I would like to enter as well

  • No problem, happy to help!:)

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  • There might be other more elegant ways but here's one way to do it:

    https://dl.dropboxusercontent.com/u/163 ... etest.capx

  • Would Global Layers help on this case?

  • statham if you use physics behavior for your player, it's better to move the object by applying physics force to it instead of directly moving it (it can mess with the physics). Here's a new capx where the rotation is fixed and movement is made by applying force at angles 0 (right) and 180 (left) degrees instead.

    https://dl.dropboxusercontent.com/u/163 ... ov_v2.capx

    You can play with the physics elasticity and friction settings on objects if you don't want the player to bounce when hitting surfaces etc.

    If you don't really need physics and want the player to drop straight down instead of flying to left/right, you could also just use a platform behavior for the player (with default controls disabled) instead:

    https://dl.dropboxusercontent.com/u/163 ... tform.capx