greenleafvt's Forum Posts

  • Sorry haven't tested this yet but maybe some one can point me in the right direction before I try. What I'm wondering is if behaviors & effects on sprites have an off screen effect on CPU, GPU & Memory? Example if I made a huge game map of a forest & all the trees had a tween behavior to rock back and fourth. Then all the tree leave sprites have a water effect and are pinned to the trees etc.

    Is it worth making a "is on viewport" or "is overlapping" - a screen sprite to enable/disable the behaviors & effect animations? Would this even improve performance? In short is everything off screen working all the time? If I have 200+ sprite trees on a layout doing the described behaviors & effects is it just going to kill FPS if their are only lets say 20ish sprites on screen at a time?

  • I think this is why their is a scroll to X & scroll to Y vs Scroll to object. Scroll to player.X then maybe use a lerp from viewport.X ? Haven't tried it yet.

  • Heroes4hire

    Here is a striped down C3P (Sorry its a bit messy) Bloated but it works...

    1drv.ms/u/s!AjhAqDbxsedphq9QupnIpf9uwAgiVw

  • Thanks all for the interesting ideas. I'll keep eating away at it. Every time I think I have it right I'm able to break the turn count in some way. If I create a 2px transparent sprite on each tile-map it works great (on overlap) however that's lots of sprites. Only reason I tried that is its an isometric layout not a square checkerboard layout.

  • I have a tile map that is the movement grid and I would like every tile to count as a turn. Also every action lets say a attack count as a turn. I have a global value of "game_turn" and the movement is done with a tween action. You can move multi tile map squares at once but I want each one to count as a "turn." on end of tween works a little but not for multi tile map tiles.... Any ideas? I haven't even addressed the attack or other actions as turns yet. Can someone point me in the right direction to solve this? Thanks.

  • Ok. I'm trying to figure out how to add TPS to the log now so I can see how its running vs &FPS. Can't seem to find the command though...

  • Pathfinding JS is making the FPS jump all around. Seems like its running smoothly but disturbing to see 2 FPS. Turn based game in the end but feel like something is wrong. Any ideas? 2 files attached. one runs at 60 FPS the edited one bounces the FPS all over the place... ???

    1drv.ms/u/s!AjhAqDbxsedphq1YeKa3ga9rYaIcKw

    The JS edit that effects FPS:

    1drv.ms/u/s!AjhAqDbxsedphq5xCF-62SSvd0PAaQ

    [ashley]

    Have any Ideas ¯\_(ツ)_/¯

  • Thanks, this is a cool way of getting it done!

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  • Hi all! I was messing around with a tilemap movement example and was wondering if anyone knew how to mark the entire path. The attached capx only marks the nodes. I wanted to make it more like the attached image.

    drive.google.com/file/d/1QB4mzEhdXUfyP4kcbRfHGlKQGqcUQ574/view

  • I wanted to make a text input area that could except some "cheat" codes. Mostly for me to use. Example if I was play testing a game it would pull up this text box and by start typing: "TEL" and have the text box auto suggest a command TELEPORT(0,0)

    I think MineCraft's " / " command is a good example

    Sorry I'm at a loss for where to even start here.

  • So if I have a function is it possible to invert it so if its not running call another action/function....

    Or do I have to use a variable or boolean to stop it or do another function?

  • I guess it doesn't just apply to this CAPs but if you look at the file you can just keep making save slots till they are off of the viewport/screen area. How do I put this in a scroll box. Make them contained in a scrollable area?

  • I found this demo that works well for c3 saving to multiple slots. However how would I get it to update the save list without reloading the save layer?

    howtoconstructdemos.com/saving-and-loading-system-with-multiple-save-slots

    I guess I'm asking how do you "refresh" a layer after the save has happened. So if you saved a few games they would just show up without hiding the layer and then making it visible later.

    Sorry its hard to explain :(

    Tagged:

  • Has anyone tried using Rive animations in construct?

    rive.app

    Seems like it should be possible. It has lots of runtimes for other engines. Haven't seen any Construct addons for it though. I wish this was in my wheelhouse.