Prominent's Recent Forum Activity

  • Hey,

    I know I may sometimes seem moody or difficult at times, but I want to thank this community for all the support it gives each other. Construct 2 is really great, and I continue to enjoy using it more and more as time goes by. I enjoy it so much that I tend to feel very passionately about it and sometimes that makes me come off as a bit abrasive when trying to explain myself or understand others, or the product itself. I just am interested in seeing things continue to improve, and can't wait for what the future holds. I am constantly learning and improving as I go, and it's exciting knowing that I'm trying to achieve my dreams, and that one day I might.

    I always am reminded how construct 2 suits me perfectly whenever I discuss with others who do more code-based work, and remembering all the difficulties I have had struggling with syntax heavy programming. I love to code, but I love to make games more than that, if you know what I mean.

    Anyways, I hope everyone is doing well, and thanks again to the community and to the developers.

  • So I noticed my draw calls are reading around 21%, even though there isn't much happening in the game and camera staying still.

    I was wondering if maybe the camera movement was effecting it (even though the screen isn't moving), so I removed the scrolltoposition, and the percentage went down about 6-7%..

    I then also checked to see if I could re-enable it but scroll only when necessary( when camera.x is different than scrollx)..

    In this case, the percentage only went down about 3% when screen isn't moving at all and event not firing.

    Is this normal?

    What else should I check in regards to reducing Draw Calls?

  • A tactic I've been trying lately is making stuff in separate projects with the intent to push them into the main project once it is working how I want it. The advantage with this is that, because it is in another project I can focus on minimizing the implementation of it to a point where it is easy to transfer to another project.

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  • nice work mudmask !

  • Hm,

    You could give the spawnpoints an instance variable "distanceToPlayer".

    Then on death, do for each Spawnpoints, set instance variable to distance(player.x,player.y,spawnpoint.x,spawnpoint.y)

    Then do a for each (ordered), set to ascending, with the evaluation set to the instance variable,

    then stop at a random instance before you get to the 4th instance.

  • It just makes sure an angle is positive if it is negative, so you'd use it wherever you get the angle using angle().

    You can use it when you set your AimingAngle, so that the AimingAngle is always positive.

  • platform behavior needs to collide with solid objects. You'll have to add the Solid behavior to the objects you want the character to collide with.

  • If you want to make the angles positive, you can use this :

    (F89.AimingAngle%360+360)%360

    Then it might be easier to check the angles.

    I tried changing your conditions, and I was able to fix your issue by using that.

  • yeah.. there recently was a long discussion about it when I posted it as a bug: viewtopic.php?t=178366

    Basically, newly created objects get added to a "new object list" and aren't merged into the "instance list" until next "top-level event".. However, a newly created object forces the SOL to consist of only that new object..

    Anyways. rexrainbow created a plugin that allows you to easily pick all the objects: http://c2rexplugins.weebly.com/rex_ginstgroup.html

    I agree that this stuff should be explained thoroughly in the manual if it isn't in it.

  • thanks rexrainbow , I just tried it and it works exactly how I want.

  • I'd rather not- it uses various unofficial plugins, one of which I created and isn't really in a publishable state. Also there's probably various things that could be improved with the events/calculations.

    btw, If anyone knows how to calculate whether a circle (a flat disc; not a sphere) intersects a 3d polygon, let me know.

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Prominent

Member since 28 Apr, 2012

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