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  • I think the image on the 3d face will match the instances current frame it is copying the image from.

    So to change the frame on the 3d-objects face you would need to change the frame of the specific sprite/tilemap.

  • Best working and best performing solution I had found for Vampire Survivor like enemy behavior is using phyics.

    Threw together a little example for you: (edit: updated version)

    https://drive.google.com/file/d/1xL7J-6fcYV0DROR24FHLW_w1j78QgD4a/view?usp=sharing

    Let me know if this works for you! :)

  • there is family.objectTypeName and there is also pick last created which you could use as a sub-event

  • I wonder if this will work when creating new objects then calling function in same event. Or, if that doesn't work, adding a wait 0 seconds before calling the function. When I'm home, I'll be playing around with this!

    seems to work!

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  • Imo a big issue that has plagued timeline from the beginning and sadly still plagues it is:

    It's still fairly unstable, leading to crashes from time to time.

    While I see that the timeline crashes get fixed when reported as a bug, it sadly seems that new crashes crop-up almost every update and it also seems to to get harder and harder to reproduce them.

    I understand that the timeline is a fairly complex features and I love all the new updates and qol changed, but it is a really bad sign that it still is this unstable after being out for a few years by now.

    This leads to the case where a lot of community members are actively avoiding using the timeline.

    Because of that reputation it's even more important that the timeline is 100% stable. To overcome the fear of crashes and reinsate trust in the stability, the timelines robustness needs to be proven double.

    The timelines stability needs to be looked at thoroughly, tested and refactored to bring it to a robust, stable state imho.

  • yea if it is a performance regression with a new version definitely report it as a bug!

  • https://drive.google.com/file/d/1JMx4M9_82Eirxq5rIfF-H2cQCyZ4Urmi/view?usp=sharing

    I created this setup and let it run for a few minutes, for me performance stays consistent and doesn't get worse over time.

  • Really hard to tell from the little information.

    Having lots of objects, especially if they run complex logic, for example collision checks, for each loops etc will be very costly to performance if not optimized thoroughly.

    Are you sure the performance problem is not based on the sheer amount of bullets and events?

    As you say the problem is recent, does the project run better in a old version of c3?

    Secondly could you send a simple project file that has the problem so I can investigate?

  • There have been a few games made with a fully 3d world with Mikals plug-in https://kindeyegames.itch.io/c3-3dobject-alpha

    But for full on 3d games real 3d engines are prefered, as all logic is basically still 2d in Construct.

  • to count tiles:

    little example of a vacuum mechanic, probably not really what you are trying to do though:

    https://drive.google.com/file/d/1DFmATBH-gtIYrIbpnbeOIWqNO36mWEAA/view?usp=sharing

  • 72677 for just a small area sounds like an amount that will very likely lead to performance problems, I would suggest changing the game design to allow for larger dust particles.

    It was a suggestion on the suggestion board and it is in line with some UK guidelines/laws for software that is used by minors iirc.

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fedca

Member since 6 Jul, 2017

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