Kashin Ginn's Recent Forum Activity

  • You need to prevent overlap checks on sprites that are scheduled to be destroyed.

    Note that the "Destroy" action does not remove the instance immediately; it is processed at the end of the current tick.

    Check this!

    Multi-Sprite Creation with Overlap Destruction

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  • NedSanders

    I messed with your project and found that it works when WebGPU is OFF!

    Looks like a bug that you need to report...

    Caused by : (WebGPU + Antialiasing on your "DrawingCanvas"); it will also work if Antialiasing is disabled while WebGPU is ON.

  • 1) Moving the spike => You can set the spike's X to self.X + speed * dt where speed is a variable you can tweak (try values like 5, 10, etc, depending on your gameplay)

    (Edit : to follow.. the code will look like this for the spike sprite.. Self.X + (player.X-Self.X )* 5*dt)

    2) Falling spike and move to next level => Use a timer behavior and trigger the timer at 10 sec. On timer, you move to layout B

    3) Floor traps => On collision with floor, just destroy the floor to make the player fall

    There are plenty of other ways to do it, but these are simple 1–2 line solutions...

  • It works on my side. Is your sound in the “Sounds” folder?

    If yes, then you probably added a subfolder, right? In that case, you need to include the subfolder name when playing the sound.

    For example:

    "subfolderName/soundName"

    So if your subfolder's name is "menuSounds" and your sound is called "buttonSound"; you need to play by name using "menuSounds/buttonSound"

  • 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 it from your side. (Also... yeah your code can be optimised in so many ways...)

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

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

    Did you test without any monsters?

    Does it happen frequently with more monsters?

  • I think the team needs to find a routine to test performance on already implemented features.

    These kinda posts doesn't give me peace of mind even tho it might not be that serious... lol

    I hope the upcoming beta releases will have performance optimisations to get the adrenaline going...

    (ง •̀_•́)ง

  • I've been working on a project since 6-8 months, did lots of versions, saved multiple times. I've had only 1-2 crashes that I reported and got fixed.

    In my opinion, if you encounter bug or crash often; it usually is in your project or in the order you are doing something which other devs mostly never do in C3... so try a screen recording.

    If it is rare, then trust me... take some minutes or even hours to repeat and try to find the issue yourself...

    For your issue you mentioned, do a test using a duplicate project

    - Test by only cloning objects then save. Check if it gets corrupted

    - Test by only removing animations etc.

    - Test using cloning and deleting animation together

    - Test using cloning/deleting animation on different objects

    - Test on another project

  • Whaaaattt????

  • Wow ⊂•⊃_⊂•⊃

  • I managed to port the addons to SDK V2

    If anyone needs them... you can find them below

    Easy Shake (SDK v2)

    https://www.construct.net/en/make-games/addons/1495/easy-shake

    Rex Layer (SDK v2)

    https://www.construct.net/en/make-games/addons/1497/rex-layer

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Kashin Ginn

Member since 27 Apr, 2024

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