lennaert's Recent Forum Activity

  • You could set a boolean on the enemy, and if your game logic triggers the enemy to go towards the player, set the boolean.

    And looping through the enemies you could have an indicator appear if the boolean is set.

  • lennaert

    Are you sure? If you take a good look to the ghost song thread you will see that the developer is using a lot of layers, physics, particles, objects, he is not even using tiles at all. I'm sure there might be a work around or like you say a different approach but still I don't think C2 can handle that many assets.

    Quite sure.

    It does not really matter what is applied or used.

    It matters how it is applied and used.

    Construct 2 has the same functions and then some.

    If the amount of assets would become an issue, you would have to split up your layouts and objects more wisely.

  • .... usually something like trying to do collision detection with like 200 objects every tick or something that didn't seem obvious at the start....

    Same here.

    In most of the performance issues, I found that selecting the right objects, and not all of them, and not every tick, generally solves most performance issues for me. (like: Profiling group speeds going from ~10% to ~0.5%)

    Picking's, on layers, on screens, comparisons, booleans states, can all greatly enhance your performance if applied correctly in situations with lots of objects.

    I believe the amount of objects handled at one time is the main culprit when it comes to the processing bottleneck clogging up.

    After that lots of big images ...

    droxon You can make the same games in construct 2, perhaps some different approaches to get the same results.

  • Kyatric I would imagine scirra applying similar tools for their documentation and creation of the online manual and such.

    I was close to imagining the flow charts working the other way around too <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> draw up chart, import ....

    Hmm ... there is always UML <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    http://www.uml.org/

  • Ashley, one can comment a few events, or actually make some proper documentation, within the event sheet.

    Lots of product requirement specifications and such work with documentation directly derived from commented code.

    It is not such a bad idea, as it could add a bit of extra professionalism to those indies wanting to take being a developer another step further. by means of decent documentation and manuals.

    The idea of extending it with a flow chart would be bad ass too though.

    -If the concept of the written code is too tough for someone to understand, having it represented in a flow chart would definitely help understanding. Teacher and student aspects alike.

    -Or representing your creation in a presentation with a team or stakeholders.

    -Perhaps the flow chart could also be used as sort of a manual image/pdf export for parts of the event sheets.

    For instance:

    using a gamepad in the events

    You comment several triggers with what that event for the gamepad does,

    Then, perhaps have an option in the toolbar to export an event sheet or group.

    An image with the game pad is exported with the comments next to the button.

    this image/file could be perhaps be called in game run time too, as an layered image, identifying the buttons. (transparent background, controller in the middles, little texts next to the button)

    This same file and other comments could perhaps be exported in total too to a pdf with images, which in turn can be used as documentation and or parts of it used in game descriptions, controller information, creation and workings description.

    sorry if I rattled on a bit

  • System, compare 2 values: LayoutName = "MyLayout"

  • Haha, good work,

    And no worries, you can always ask in the forum here.

  • Use a dedicated layer with scale 0 and paralax 0,0 and place all your hud / ui stuff on this layer.

    Give the active player on the game layer the "scroll to" behavior, to keep the camera centered on it.

  • How about making the layout bigger then the viewport and have the level stuff further inward on the layout ?

    This leaves you with all the space you accommodate for stuff happening outside of the screen.

  • I applied a similar concept here for movement:

    Check my capx near the bottom.

    the lookx and looky variables continuously gets synched.

    when the peer presses and holds the button, it uses the lookx looky as data for the targetx targety.

    This exact same concept can be used to do your aiming.

    while getbit x = 1

    -place the target cursor at the self.targetx,self.targety

    -distance/angle(self.X,self.Y,self.targetx,self.targety) for the width and angle of your line from player to target

    -set boolean armed = true

    getbit x = 0

    boolean armed = true

    -fire

    -set boolean armed to false

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  • update `table` set counter = counter + 1 where id = 1

    Thats a bit of sql right there, assuming you have a table called "table" and that it has at least 2 columns, id and counter, and a record with id of 1.

  • When a peer is holding down a mouse button or is in touch, you set the corresponding inputs variable its bit to 1.

    When you let go, the peer sets the state back to 0.

    This effectively leaves the host with a 1 or 0 for the mousebutton input from the peer.

    So on the host side of things, when you want to recognize a peer holding the mouse, you test if the inputs corresponding to the mouse/touch, is 1. If it is, the peer is pressing the button. If it is not, the peer let go.

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lennaert

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