WackyToaster's Recent Forum Activity

  • I haven't played that game, but just from taking a brief look at it... are you sure there are "several thousand enemies" at once? The game states that it has thousands of different enemy types, but that doesn't mean there's a thousand of them running around on the screen at a time. It looks very much to be in the same ballpark as vampire survivors of having maybe a few hundret or so.

    I think some things that can help you are possibly:

    1. web workers for multi-threading construct.net/en/make-games/manuals/construct-3/scripting/guides/creating-workers

    2. Object pooling

    I'd say you could try and split the enemy logic up into batches of ~200 and put them in individual workers. Though admittedly I have no idea if that is a nonsense idea or a good idea, I have no experience in that regard. It just seems like one of the things I'd try and see if it works or not. :V

    And object pooling to avoid having to create hundrets if not thousands of instances every second.

  • Yes, it's pretty much dead. The original creator vanished, so...

    It seems that the plugin technically still works, if you can get your hands on it.

  • 1000 moving objects are quite a lot. Even vampire survivors has "only" about 250 enemies visible at once with very simple logic/sprites, and that game starts chugging hard still if a lot is going on even on reasonably strong machines. It's quite the CPU bottleneck. But I'm curious how your testing goes and if you can achieve better performance like that.

  • Quite easily so. HTML Element -> Insert content

  • Hah, I knew it!

    It's just something that happens, especially if you're not used to it working this way. In usual programming no reference get deleted, it just starts throwing errors. Construct prevents throwing errors by also removing the reference. If I think about it this way, I'd probably prefer the latter, but I can see why the first one also makes sense.

    Either way, before deleting something that has events attached, just do a "find all references" to check where you used the object in your events.

  • Yes exactly.

  • Error reports should go to the issue tracker here:

    github.com/Scirra/Construct-bugs/issues

  • The Audio object only needs to be added once. This is the plugin that plays audio. Your audio files are imported into the sounds/music folders (rightclick them)

    Then you tell the Audio plugin to play whatever sounds you want. Afaik this is not limited at all in the free edition.

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  • It's kinda odd, I'm looking and your code and it looks like it should work? Maybe... is "firstEmptySlot" a number variable? Maybe it's set to string and that messes it up?

    Either way, I've set it up slightly different (with a function, highly recommend) and tested it. This works 100%.

  • are there stability issues I should be aware of in construct? Is it possible to have too many events? Things along those lines because I don't think the issue stems from the event sheet.

    I'm not aware of any issues like that. 700 Events isn't exactly all that big, I've seen users with projects having several thousand (iirc even 10000+) events.

    My guess would also be, something mucked up an event somewhere, perhaps just on accident and unnoticed. Classic example: You deleted the boss. If you delete a sprite that is referenced somewhere in an even/action/expression, the action also gets removed. It has to since the referenced object doesn't exist anymore. This absolutely can break your event logic, and it might go unnoticed.

    Also, posting the project or at least screenshots of the events in question is always helpful.

  • Quite simple: In the "Move To" Action you can set the mode to direct or to waypoints. If you create an action like this

    - Move to point A

    - Move to point B

    - Move to point C

    In direct mode, the object would move directly to point C as it overwrites the first two instructions. In waypoint mode the object would automatically move first to point A, then point B, then point C.

    Excerpt from the page

    Move to position

    Move to object

    tart moving towards a position, given either by layout co-ordinates or an object (or optionally an image point on the object). If Mode is Direct, any existing waypoints are removed, so the object will immediately move towards the given position. If Mode is Add waypoint, it will instead add a new waypoint to move to after all existing waypoints have been reached.

  • Ohhh I'm gonna try that asap. I suspected the binary data object but I haven't ever used it yet. Thanks!

    Unlucky that I already sort of went ahead and also made my server generate videothumbails... but maybe I can also figure that out in Construct :V

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WackyToaster

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Last online 24 Nov, 2024

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