lennaert's Recent Forum Activity

  • Guif0DA, tomsstudio, rexrainbow, Scirra,

    I made a crude demo of my game I wanted to use for the 2030 comp, dont think I have enough time to finish it though.

    The multiplayer bit works, the current demo is intended as abit of co-op, fight against the enemies in the game.

    Max 5 players, and there will be max 5 enemies at any given time.

    The enemies AI is a bit primitive, still working on that, and there is no real end goal.

  • Guif0DA, thanks, I took a look at it and its perfect, thanks.

    tomsstudio, sounds like a nice approach, though, I have many different shapes in objects, and animations, making them square would mean gobbling up way more memory space then needed. I will play with it though, I had not seen that approach yet.

    rexrainbow, awesome plugin !!! its so much more efficient then the zbased for each. Especially when you have a lot of instances of the same object occurring.

    Scirra, what Rex made works very well, any chance of implementing something like that so it can be used in the arcade too ?

  • So I have been getting my freak on with the multiplayer functionality, and made quite some steps..

    Sadly the topic of the post at hand strikes again -,-

    I distilled it down to a loop for zordering having lots of the same instances on a layout.

    Meaning: a dedicated loop, with lots of instances from the same object, placing all objects at the top, kills performance for me. (yes with on screen)

    I think it has to do with the move to top and or move to bottom action being repetitive executed.

    I believe with an automated z-index placement derived from the Y position (or X for horizontal based) could save a load of performance here.

    I have isometric levels with lots of things making up walls and scenery, these all stuffed in a family with the player object, and loop through it placing everything on top based on a Y based loop order.

    The ordering gives a very clean effect when you walk about through layouts being infront and behind objects.

    My latest game in the arcade, Skeleton slayer 2 uses this technique, and you can see the effects walking about around trees and what not, looks really pretty and not bad performance. Most of the performance is actually from the zordering

    BUT BUT BUT ...

    I been adapting that version for a multiplayer version, and as soon as the zorder loops runs at the same time the loops updating the multiplayer objects runs, my performance drops dramatically

    If I run either, the multiplayer loops, or the zordering loops, alone, they run well, but together, unplayable.

    So, here is the request again:

    Please add a true/false propperty for objects on layouts to set their Zordering based on the Y axis. (descending: lower Y positions are at the top; in effect, the further upward on the layout (lowest Y = on top, highest Y is on bottom)

    I am guessing it could greatly improve zordering for isometric games. (as it would no longer require a dedicated loop handling ALL level objects every loop)

  • lennaert

    I just uploaded a new version. and still 30

    With the new version I meant a whole new upload, in like, a new game.

  • Normally you could post here but Arima the moderator mentions she is unable to delete games atm.

    You can ofc upload a new version, the counter would start at 0 though.

  • ... I have spent hours and hours trying to develop games over the past few weeks and not managed to finish a single one of them. .....

    I just had to vent my anger and frustration somewhere

    No worries, the road to perfection is long ^_^

    Some, like myself, spent weeks on end optimizing/fine tuning relatively small aspects of their game.

    Rome was not build in one day

  • : And ?

    And, I still have hopes it gets done one of these days

    *points to thread about new arcade, and its age*

    btw Isaske

    The counter shows the count of plays on your first uploaded version. (at least I think)

    If you updated your game in the arcade, the counter goes tits up.

  • I don't think it matters if they are in he arcade or being tested from home in preview.

    Both instances would require the signalling server I guess.

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  • A new arcade is in the work and should fix those kind of issues.

    As much as I like to be positive about that .... its been taking long -,-

  • Find the imagepointX(0) and imagepointY(0) of the target you want move to. (image points are the origin points) and set those coordinates as the moving towards target or regular pathfinding target with find path towards previously found coordinates.

    Upon arriving at destination, execute next event.

  • I have noticed significant better performances when certain actions/loops are not on the same even sheet.

    You can look at an event sheet like a dedicated loop, looping through the events.

    Obviously, the longer the list of events, the more processing it needs to do for that particular loop.

    At first glance this might not make that big a difference, but, when carefully splitting up collision events and continuously running loops, you will notice a smoothness you will never reach with stuffing everything in a single event sheet.

    And ofc, using the profiler with multiple event sheets helps you track down bottlenecks in processing

  • Scirra

    I was wondering why the multiplayer object is not allowed in the arcade ?

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lennaert

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