VertexZero's Recent Forum Activity

  • R0J0hound, thanks that works amazingly good. This way I avoid using an extra sprite for detecting ledges.

    But now I face a new issue:

    Climbing is done in only one ledge and even if I try to grab another one I still get warped to the same point. Should I do a check up of the ledge being triggered using their UIDs?

  • , you should maybe export a unique file instead so we can test it.

    Cheers

  • Ribis, you are completely right. Bad coding can create a lot of performance issues. I'm well aware as myself I did many mistakes as I've been progressing. Often the best solution is the simplest. Same for every other engine.

    Although NW had several performance issues in the past, so far most of them seems fixed. Apart the minor issue of task not properly closing in the task manager which seems to be fixable anyways.

  • meh, sorry, last time I bump this

    For me, the 64 preview version works fine so far. But that's after copying all the project into a new one. Might be a problem of corruption of files. Not really sure.

  • I'm gonna do a shameless bump on this.

    Sorry

  • perhaps use something like this

    System Every tick --> (system scroll to position)
    
    X lerp(scrollx,Player.X,dt*dist)
    Y lerp(scrolly,Player.Y,dt*dist)[/code:oju3qf3f]
    
    Where dist is the distance in pixels in x & y
  • Ok, so I presently got a nice climb onto a ledge system. but it uses a extra detect sprite attached to the player sprite.

    I realized that this causes the system to calculate extra detection of collisions, so I want to find a better and more optimal solution.

    What I did was add an intance variable for when the player is mirrored or not which are either 1 or -1

    Now, I tried doing this:

    PlayerDetect is overlapping at offset ledge at PlayerDetect.X + (PlayerDetect.PlayerDirection*8)

    (Then also added the detection of the point at Y)

    But is not working. Only way so far I can make the climb system is by using an extra sprite. So is there any solution?

    Thanks in advance

  • Maybe try using families and group those solids into different categories? Then maybe it would work but cant guarantee it.

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  • native code = code using a library such as SFML. Then you have native. Personally I'm quite happy with how Construct 2 works. The only points that make me rather sad but wont make me stop using C2 is the fact I cant export to PS4 and also NW,js which anyways seems to be getting better.

    Sethmaster Same as you. This problem doesn't seem to be persistent through every system. Tried a build of my project on my other computer with same OS specs and yet it worked but not on my current pc. Copying everything into a new project works like a charm but obviously my project its only 800 events so not much of a hassle for me.

    So far it works but Im expecting something else to appear soon.

    After renaming the project, this issue no longer appeared on my end

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VertexZero

Member since 13 May, 2013

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