alastair's Recent Forum Activity

  • The 3DS has a better HTML5 score than the vita on this site, lol:

    html5test.com/results/gaming.html

  • Screen size is 960 � 544.

    It would be awesome if we could make games for PS vita, but I doubt they're going to make HTML5 work amazing on it.

  • I remember wanting containers, but I think I'm fine without them now � I can't even remember why I wanted them. I feel there's more flexibility without containers, and only adds a few extra lines of code. I can have every enemy use the same detector object and attach what every sprite I want to it just using 'for each' and comparing to an ID.

  • I think it might be handy to have the layout/eventsheet tab positions remembered when you close/open a project, since I like to have them arranged in a particular way � except I have to do it every time I open the program which seems inefficent (I like my event sheets next to the layout).

    These are tabs I mean:

    <img src="https://dl.dropbox.com/u/1024727/scirra/tabs.PNG" border="0" />

  • After the spawn action, add an action to the bullet: "set angle of motion: 270"

  • Is it possible to add a simple keyboard shortcut for adding a new action point? This would speed up workflow a lot.

    Since the add new action point button is in a different window, sometimes when you click "add" it doesn't work (because you only activated the window focus...) and you end up changing the position of a different point without knowing it. This means you have to double click to add a new point, but then sometimes the window already does have focus and you've added 1 too many points because of the double click (which means you have to manually check through all your points to make sure you didn't accidentally add an "empty" action point).

    (I'm using multiple large images for my levels, so that I can automatically create invisible solid sprites that span between 2 points -- which is why I have so many action points in an image, since I figure this might give better performance than having hundreds of individual tiles or having a huge amount of collision polygon points).

    TLDR: Adding action points is a chore because of different window focusing, so having a hotkey would be great.

  • bump

  • Yeah I'm thinking i'll just go with the animation method. The main reason I was asking about a physics type cape is because: C2 can't colourise sprites, I was wanting to have it be various colours, animating cloth is going to take dozens and dozens of frames so I thought it might be better for performance/time.

  • What is more cpu-intensive: 100 objects with 4 polygon points, or one object with 400 points?

    It's more CPU intensive to use one object with 400 points. It's best to use more objects with fewer collision points.

    If an object is overlapping an object with 400 collision points, it will probably check all 400 collision points in that object. If it is overlapping an object with 4 collision points, it will check just those 4 collision points (100 times less!) and it will skip checking any of the other objects.

    Of course using more objects has its own performance impact, but using lots of collision points isn't very efficient in the engine at the moment, so it's probably better to avoid that. This can probably be optimised in future, but this is how it is at the moment.

  • Anyone know how I could make a simple cape/cloth effect, that flaps around when jump/move around?

  • Looking forward to this one, hopefully it isn't too performance hungry.

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  • Example of angle jitter.html

    I'm setting the sprites angle to = (sin(ang)*90 )*(dt*60)

    with (ang being +1 every tick)

    The angle is smooth, but when I add "*(dt*60)" at the end to make it work at any framerate, it goes insane.

    Am I using DT wrong? Or is this a DT bug?

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alastair

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