Colludium's Recent Forum Activity

  • Here's how I would do it using just offset collision detection. I could probably tidy this example up a bit but I'm sure you'll get the idea - hope it helps!

  • I'm not sure I understand the question, but if you want to scale a group of sprites as if they are disappearing into the distance then Somebody is right, you need a bit of maths to scale them and their relative distances to/from a horizon-reference point.

    You could also paste them into a Paster object and just scale that object instead. I'm on my phone so can't do an example until later...

  • Try this example:

  • You can put the objects into a family and then resize the family in one event line.

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  • Colludium - thanks for the advice. Stupid question, but if an object has no collision events but has collision enabled, is it using any cpu/memory? I'm also wondering if distance between every object will run less cpu than overlapping a tile. I'd imagine at that level it's not a huge difference, but I want to be able to optimize to the fullest extent possible.

    I don't think any collision checks will be carried out against an object that doesn't have them checked in the events - I'd have to do a quick test to confirm that, though. It will be using memory, but that matters not IMO - it's the cpu time that's going to slow your game down. The collision system in C2 is quite well optimized, including the use of collision cells, so distance between objects will make a difference in a positive way, AFAIK.

    Aside from collision checks, you're going to burn cpu time by having any movement behaviors enabled on those objects that the player can't see.

  • If you can divide the layout into sections, you could use invisible tiled backgrounds as area sensors. When the player is overlapping a tiled background with an object variable a, with trigger once, set all sprites in area a active. When it's not overlapping the same, with trigger once, set them inactive and set all of their behaviours and collision checks to off to reduce CPU use.

  • Thanks Flump, I appreciate the positive vibes!

    So, after much angst I think I've sorted out a level-completion technique that counts how many seconds you have left, how many eraser erases / ink lines etc remain, and then it awards stars according to your performance overall. Should be sort of fair...

    As for sounds, I'm going to do some recording later this week and then crack open audacity for some tweaking. I'm not sure of in-game music, but I was thinking of some gentle blues via Music Maker Jam. We'll see how far I get with that!

    Here's a screen shot of debug mode page one of chapter 3 - "Candy Crash".... You only score if you manage to transport your candy load over the line - no candy - then get back to drawing....

    Every time I look at these images I'm reminded to redraw that settings button in white. Must do it now... LOL.

  • In fairness to Scirra, there have only been a handful of beta versions that required a quick beta v0.1 to be posted a day later to fix new beta-caused bugs. And, of course, if no one tests the betas then no one will know if the new features don't work. Because of C2's architecture, it's usually easy to revert to a previous version if a particular beta is not performing well - unless you've used a new feature, of course... I understand your reticence, though, given what just happened to your project. It's worth noting that I've been using the betas for over 2 years now and have never lost any work to a bug or fault.

  • Love the artwork....

  • Ah - understood - I did download it but the version number was the same as the old one, so I didn't replace it (c2 was already open as well and I was too lazy). Thanks!

    Edit to add - very nice, R0J0hound !!

  • Hi R0j0, I just gave your paster_loadCanvas.capx a try and it wouldn't open. I'm using plugin Paster v0.5 and receive the following warning message".

    ---------------------------
    Construct 2 Check failure
    ---------------------------
    Check failure!  This is probably a bug:
    
    Action ID does not appear to exist in related plugin
    
    Condition: plugin->HasActionID(act_id)
    File: Projects\EventAction.cpp
    Line: 43
    Function: __cdecl EventAction::EventAction(class EventBlock &,class ObjectClass *,class BehaviorType *,int,class std::vector<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> >,class std::allocator<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> > > > &&,unsigned __int64)
    Build: release 193 (64-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 0)
    
    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way.  Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports!  Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.
    ---------------------------
    Abort   Retry   Ignore   
    ---------------------------
    [/code:12orww6d]
  • Looks very polished and I like the theme / graphics style!!

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Colludium

Member since 26 Aug, 2013

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