lennaert's Recent Forum Activity

  • Its a visual effect, so it stands you can filter it down a bit more by using "is on screen".

    When I read it, I thought, brilliant !!

    Then, after applying, it gave a ~1% imrpovement, .... when the player stands still (screen is following player)

    I am thinking that an option to continously set a Z index integer, based on an objects Y value, could be a lot faster.

    And likely such a feature would only be rendered on the visible on screen elements.

    Still thanks for the suggestion newt

  • The method you have is fine, just don't run it every tick, run it once when they move.

    The for each loop runs continously.

    I have, atm, just 10 ai's doing pathfinding to reach my character who moves around in an isomteric like enviroment, about 100 trees instances (several frames with different trees) , 200 or so bushes instances (also with frames for different bushes).

    the Ais move about all the time, so the loop needs to run more often.

    edit:

    the zorder boolean check makes sure dead bodies laying around get ommitted.

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  • Hello

    I'd like a feature, which enables me to set a family or objects z-index based on its current Y-axis.

    Like, every tick, it simply sets the z-order index to its Y-axis integer.

    Atm, I am using a single devoted for each loop on one family (Zorder) sorting it by Y, moving all the family objects to the top as it loops, giving me a nice fluid z-ordering of my dynamic and static objects all in 1 go.

    However, this thing alone sucks up a roughly ~9% of total cpu power usage on the profiler tab.

    Seeing as the rest of the game totals up to ~22%, I consider my z-order method to be a bit hoggish.

    I think that having something native in an object, which can simply set its z-order index to its Y-axis number every tick, could save quite some cpu. Perhaps a Z-order behaviour.

    This is not the first time I ran into this issue relating to z-ordering, and did not find a better approach, if there is a better method to do z-ordering, I'd love to hear it.

  • I only had 3 layouts open (about 100 unique layouts in total) and I have just 1 event sheet, period. There's over 3,000 unique sprites.

    The eventsheet looks like a good place to start looking for improvements

    My guess is your event sheet got a bit long

  • I think node-webkit won't work until it's updated to v33+. Hopefully that will happen within a few weeks.

    Can anyone confirm that the connectivity issues between Firefox/Chrome are fixed in r164.2?

    Yes, seems to work better now.

    Fom a single computer:

    Chrome host <=> firefox clients : works

    Firefox host <=> chrome / firefox clients : works

  • Katala

    For me, all connections involving a webkit resulted in on of the two not seeing anyone.

    shinkan

    yes, I can get normal connections going with the ghost shooter multiplayer if I use multiple instances (firefox profile manager) of firefox on the same computer.

    I have spent quite a few hours now trying to implement the ghost shooter example in my tankwars game, but have not been able to get it working decent.

    For instance, I am using a large map, and added the scrollto activation in the host group under the first event where it sets the ID. Then, somehow, every peer connected gets the scrollto enabled on all connection ends :\ (undesired)

    Somehow I don't find the method of use intuitive at all and been wasting time trying to understand the mechanics .... and fail.

  • Yes indeed, that method will allow an enemy player to be quicker too if the player plays really bad.

  • Ashley

    Thanks

    Server status page addition:

    In the code there is the error message for unable to connect to signalling server, the output was [object event], if posssible, simply change this to "unable to connect to signalling server", so we can see it during tests (for those adding the logging output to screen)

  • Simply in the PHP file, add the bit of code.

    header('Access-Control-Allow-Origin: *');

    As soon as the device which does the Ajax request (PC:browser or mobile:app) does not have the same IP as the server serving the PHP file, then its cross domain.

    generally adding the above code to your php file eliminates all cross domain issues.

  • DatapawWolf

    I use it all the time when dealing with php.

    For previewing, and also when exported through cocoonjs and likes

  • If you are adressing a PHP page with the Ajax call, add:

    header('Access-Control-Allow-Origin: *');

    to your PHP page.

  • Ohw, I used the latest beta version, its downloadable.

    I did not use any licensed features.

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lennaert

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