Trullybug's Forum Posts

  • 9 posts
  • I don't mean that it should write the code for me, but rather that it should understand how Construct 3 works and explain the expressions and give examples so that I can do it myself.

    For now I'm using Grok, but I write to it in another language because I'm too lazy to translate every message I give it, so it sometimes fails quite a bit.

  • On my PC, it definitely lags and sometimes freezes.

    In my opinion, this is where the issue comes from... You already are calling the "Find path" via a timer... then you call it again via "On failed to find path"... this creates a massive impact on performance.

    Disable "On failed to find path" then test in from your side. (Also... yeah your code can be optimised in so many ways...)

    Thank you so much, it definitely works 👍.

  • Hi.

    But how do you think we can understand the problem in the game without seeing the code?

    I've attached the link to Construct Arcade, where you can download the source code. But if it doesn't open, you can download it from Mega: mega.nz/file/WKwWQSjK

    Perhaps you think that Construct3 has some mechanics that always cause problems, and we will tell you a life hack on how to get around it. But if there was such a problem that was common to everyone, the engine developers would have solved it long ago.

    Yes, that's more or less what I thought, but you're right, it's unrealistic.

    I ran your demo, but there are only a few enemies, and they couldn't lower the frequency to the bottom.

    Then the problem might be with my computer. I'll try it on another computer and let you know. Thank you very much.

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  • Cool.. but how do you know it is the pathfinding behavior?

    I've tested it on several different video games I made. Most of them don't even have a 3D camera.

    Did you check via the debug panel to what's causing the lag?

    Yes, but it didn't give me a clear answer, it only showed me that the frames per second dropped drastically.

    Did you test without any monsters?

    Yes, I tested it twice without enemies, and it runs perfectly. No frame rate drops.

    Does it happen frequently with more monsters?

    Yes. The FPS drops almost instantly when you double the number of monsters. Probably because the PC struggles to calculate their paths.

  • Hi, I'll try to be as clear as possible, even though I'm using Google Translate because my English isn't great. I've had this happen in several games where I use pathfinding behavior, and the game runs incredibly slowly, sometimes even dropping to 0 frames per second.

    This has happened especially in a first-person shooter, although at first I thought it was because of the 3D camera, since Construct 3 is a 2D game engine (or so they say), but then I tried the game without the camera and it still lags. Is this a Construct 3 issue that can't be fixed? Or is there a solution?

    I've already tried increasing and decreasing the cell size, deceleration, and rotation speed, but it's still the same.

    TL;DR: How do I optimize pathfinding behavior to make the game run faster?

    By the way, here's the link to the video game I made so you can try it yourself and see what I mean: construct.net/en/free-online-games/lethal-al-demo-80972/play

  • Here it is: fileport.io/69NyD4zf95Vd

    Thank you very much, it works perfectly.

  • English: Just like in Metal Slug. If the player holds down the fire button and the up arrow, they shoot upwards; if they hold down the right arrow, they shoot rightwards, and so on.

    I've seen tutorials that explain how to shoot using the WASD and arrow keys simultaneously, but that's more for a top-down shooter than a Run "n" Gun platformer.

    A sample .c3p file would be perfect. Thank you very much.

    Español: Como en Metal Slug. Si el jugador mantiene presionado el botón de disparo y la flecha de arriba entonces dispara hacia arriba, si mantiene la flecha de derecha entonces dispara hacia la derecha y así.

    He visto tutoriales que explican sobre como disparar usando las teclas WASD y las flechas simultáneamente, pero eso es más para un juego de disparos de vista cenital que un Run "n" Gun de plataformas.

    Un archivo .c3p de ejemplo estaría perfecto. Muchas gracias.

  • English

    I'm making a DOOM-like First Person Shooter, with an emotion mechanic (since the Doom Guy's face in the first game was purely cosmetic). The emotions and all that are not what I want to talk about, but the enemies. I've already seen the very few tutorials there are on the subject, but they all focus on one enemy, and the game would end up being boring.

    What I'm planning to do is add different enemies, but the problem is that, when the sprites are reproduced, they don't match the enemy, to differentiate them I set the first type of enemy to withstand 1 life shot and the second to resist 2. I have no idea what to do. I've already tried several things that I have no idea how to explain but it doesn't work. If someone is already experienced with 3D in Construct 3, it would help me a lot.

    The controls if you want to test them are: left arrow to turn left, right arrow to turn right, up arrow to move forward and down arrow to go back. Press A to shoot and S to use the puppet and experience happiness for 3 seconds.

    The link to my project: mega.nz/file/3HpGALQa

    The link to the original project, where I stole part of the code for the enemies: mega.nz/file/DWBkGJDa

    Español

    Estoy creando un First Person Shooter a lo DOOM, con una mecánica de emociones (ya que la cara del Doom Guy en el primer juego era puramente cosmética). Lo de las emociones y todo eso no es lo que quiero hablar, si no los enemigos. Ya he visto los poquísimos tutoriales que hay sobre el tema, pero todos se concentran en un solo enemigo, y el juego terminaría siendo aburrido.

    Lo que planteo hacer es añadir distintos enemigos, pero el problema es que, a la hora de que reproduzcan los sprites, estos no concuerdan con el enemigo, para diferenciarlo al primer tipo de enemigo le puse que aguante 1 disparo de vida y al segundo que resista 2. Ni idea de que hacer. Ya intenté varias cosas que no tengo ni idea de cómo explicar pero no funciona. Si alguien ya está experimentado con lo 3D en Construct 3, pues me ayudaría mucho.

    Los controles por si se desea testear son: la flecha izquierda para girar hacia la izquierda, la derecha para girar hacia la derecha, la flecha de arriba para avanzar y la de abajo para retroceder. Presione A para disparar y S para usar la marioneta y experimentar felicidad por 3 segundos.

    El link de mi proyecto: mega.nz/file/3HpGALQa

    El link del proyecto original, donde robé parte del código de los enemigos: mega.nz/file/DWBkGJDa

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