WackyToaster's Recent Forum Activity

  • The bullet is not picked anymore inside the function. I usually add the bullet UID as function parameter, and then do "pick by uid > param"

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  • I tested the differences between the Video Recorder plug, and Animate, and they are about the same performance wise.

    You mean the video recorder plugin vs the video export option? Trust me, the video recorder absolutely tanks performance if you go with higher resolutions. Try recording something in 4k, the result is almost unusable.

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  • I agree with lennaert, lot's of angry kneejerk reactions. Scirra is gonna do just fine, they are not just gonna drop Construct like a hot potato now. It also very much makes sense to separate it from Construct in terms of marketability, because if someone wants to do an animation they are unlikely to ponder if Construct is the right game engine for the job.

    At least give them the benefit of the doubt.

  • Yeah you should absolutely report that still. Crashes like this shouldn't happen.

  • You should probably report that one on the issue tracker.

    github.com/Scirra/Construct-3-bugs

    I'd guess Construct attempts to get the coordinates of an instance that doesn't exist anymore based on that code.

  • Is there a message that pops up and I may have it turned off?

    Or is there a way to know there is a problem before I close it?

    Not that I'm aware of.

  • Mouse plugin -> Set cursor style: None

    construct.net/en/make-games/manuals/construct-3/plugin-reference/mouse

  • What I'm looking for is the developer console, that should open when you hit F12, at least in Chrome. My bad though, I probably shouldn't have gone with the assumption you use Chrome, but any browser has a developer console. Here's an example with an error.

    Just to be sure, the same error occurs if you try to open a file saved in a newer version of Construct. You did not happen to accidentally work in a beta release somehow? Either way, your file is not necessarily corrupted beyond repair. If you post it here via dropbox or something I can take a look at it. Often times the corruption is limited to a few eventblocks and fixing it takes 2 minutes.

    As to why Construct cannot detect faulty saves... I don't know. I doubt there's no measures in place at all, just that there could be cases where it's simply not detectable?

  • Heh, considering I did use Construct for animation quite recently this is cool to see. I'm one of the individuals you've heard from that C3 is solid for animation. Especially the exporter since that was the main point of pain for me.

    I also noticed that it appears to be essentially a build variant of Construct itself, which is a smart move I'd say (for example if the product fails, hope I didn't jinx it :V) Here's a couple of questions:

    How will Animate differentiate itself from Construct?

    Right now it appears to be literally C3, with all gamedev features stripped + a single new export option. This makes sense overall and as I said I think it's smart to handle it this way, but I already have a C3 license with all the features (+ extra). The only exception (right now) is the new exporter. You also alluded that the exporter will be exclusive to Animate and after the public beta, I will not be able to use it.

    As it is right now, I'd probably not buy it. What you'll need to convince me would be some features, exclusive to animate, that are not useful in the gamedev-context. Because if they are useful in the gamedev-context, I expect them to carry over from Animate.

    Will there be cross-compatibility between Animate and C3?

    Of course one would have to be careful with features that are not available in one or the other, but otherwise I hope this won't be much of an issue.

    Just based on the few posts here with suggestions, you probably know you just took a leap into a deep dark rabbit hole, with strong and established competition on the market. But considering I personally hated the competition and ended up using the ol' reliable Construct, this might not be the worst idea after all.

  • Hit F12 and check in the console what the error actually says. Often it's possible to fix it. Are you using beta or stable?

  • Thanks for this file ! Super nice for testing. You actually did it yourself ? Well I notice a little stuttering from time to time by my side, and I think we're still far from the Vampire Survivor's amount of ennemies, but I believe there's still have room for optimization ? However I'm afraid this is already showing that something coded with Phaser could be more efficient from that point of view ...

    You are overestimating how many enemies are actually on screen. In fact I was exactly correct with my estimate. The game stops spawning enemies if more than 300 are alive at any given time. vampire-survivors.fandom.com/wiki/Enemy

    The posted example has 500 enemies. Enemies in vampire survivor also do not really exist offscreen as they do in the example project. Offscreen enemies simply get despawned, just bosses get teleported near you instead of despawning.

    The game does a good job of making it feel like there's 10x more enemies than there actually are.

    Also check this out. reddit.com/r/gamemaker/comments/sust5d/vampire_survivors_enemy_count_how

    If there is a bottleneck with games like this, it's rarely the GPU but rather the CPU. Specifically for web-based stuff you are limited to a single thread. Except you should theoretically be able to put the enemy logic into javascript and shove it into a webworker, which should help performance.

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WackyToaster

Member since 18 Feb, 2014

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