GenkiGenga's Recent Forum Activity

  • Thanks Ruskul. I really appreciate you taking the time to explain it like that. I had no idea you could achieve something like that in unity. It honestly sounds amazing.

    There are still a lot of things I don't understand about the limitations of events vs scripting and what stops bridges being made between the two (not for lack of trying!). As someone who is relying on the event system being as powerful as possible, I wish that more resources were delegated into making these kind of projects easier. Either through solid examples or more official behaviours better suited to the task - or both!

    Your game sounds great too btw, I hope you can find a solution in c3. Would be happy to do some testing for you when you need it!

  • The event system really is amazing and I love working with it even after all these years. I hope construct continues to stay ahead of the game in this regard!

  • Unless I am interpreting the manual wrong, I think conditions still have to be checked whereas disabled groups are just skipped altogether.

    But yeah, when you talk about the scale I understand the dilemma. Depending how smart you want the AI it gets out of hand quickly. I know it's not a particular strength of construct but would any engine be able to handle that really? 1000+ dynamic characters on screen at once.

    With that number it seems essential to have super basic AI for those too far away to meaningfully interact with the player and then switch them into the more advanced tree when they get closer. I would love to see an example that shows otherwise though.

  • Absolutely, I assumed you meant single player. If you are planning for coop then it's not going to be an elegant option.

    A shame too if you are really looking for performance. The difference between the group and a conditional as I understand it is (forgive me if I am wrong here), disabling the group means the code isn't run at all so it's less work by not having to run through the tree for the same result.

  • What do you think about activating/deactivating groups? Not elegant in terms of number of events/lines but super simple and easy to maintain.

    Got digger gear? Disable the normal duck movement group and enable the digger variant group.

    Got the double jump? Enable that sub section of the jump folder that allows for it.. or for simplicity just disable the normal jump group and enable the double jump group.

    Your character is any combination of enabled and disabled groups/behaviours this way.

    I have no idea how this compares in terms of performance but I would imagine it would work fairly well.

  • It's really hard to stay motivated on your own in my opinion. It comes and goes in waves. If I could go back I would put more effort into finding a dedicated small team to grow with. Still, I made the decision years ago to make games or die trying so on I go.

    There is no age limit to success. Years of experience is not wasted because you haven't got the result yet! Don't give up if it's what you love! Let the frustration fuel you!

    Feel free to contact me if you have the time and would like to be a part of something. All the best though regardless!

  • All of a sudden, whenever I zoom in or out while using the image editor in chrome my mouse becomes offset and unusable. Exactly like this post from a couple of years ago.

    construct.net/en/forum/construct-3/general-discussion-7/solved-c3-editor-selection-165423

    I have had little problems with the editor over the years but a restart has always solved it. This time no good.

    Updated my graphics driver too, tested various quality settings but nothing seems to make make a difference. Wondering if it's not only me.

    Update : Well I reinstalled Chrome, now its working again.

  • Hey mate, I was mucking around with this for a little while using the shadow behaviour and achieved a similar result to what you have currently and scales fairly well by comparison. Currently has 1000+ blocks, works a lot better with fewer!

    Still has some of the shortcomings you mentioned (and might not be enough of a performance boost with everything else on top) but I thought I would post it anyway.

    drive.google.com/file/d/1fBCLs5dIHqG3qMquzI-4TXbnZyA5GSXe/view

    Oops just realised I left the shadowlight light radius to 15, should be 0.

    I know you are wanting to cut the light through but here is a decent effect with fading imo if you are going to use blocks (probably useless to you but maybe good for someone else, lol).

    drive.google.com/file/d/17r5gt0LrzC-UNCGIFrcntpD00twE46z7/view

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  • It's all perspective right, I would argue that if beginners are not thinking about optimal spritesheet composition then they will run into trouble sooner rather than later with performance.

    So the checkbox would 1.) Serves as a reminder to think about it

    and 2.) Give better performance for those beginners not relying on the sprite itself for collisions.

    But that is beside the point really. Whatever gives us the ability to work faster - I am down for. Project-wide cropping would save thousands of clicks over a bigger project and that means more time developing.

  • I do like the idea of hiding unused objects in the debug view.

    Top of my list would be a 'crop images project-wide' option on export.

  • Interesting idea mate. I think it has some potential.

    Keep up the good work!

  • Loved it. I felt compelled to score a touch down! One constructive thing would be to make those bouncing transitions of 'X yards gained' a bit quicker.

    Keep up the good work.

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GenkiGenga

Member since 20 Oct, 2011

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