99Instances2Go's Recent Forum Activity

  • randomly Predicting maximum height & range for a bullet.

    https://www.dropbox.com/s/7zhhr5viujvt8 ... .capx?dl=0

    Ground is drag & drop

    Right mouse = shoot

    Mouse wheel = angle

  • Aphrodite, accuracy is pretty perfect. It seems to me that jumping is now frame independend. (latest stable release)

    https://www.dropbox.com/s/i3h3w3lpw1idw ... .capx?dl=0

    (to be honest ... i took to much time to figure that out on my own, then , when posting, i noticed you wrote the solution perfectly down already, poor me)

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  • https://www.dropbox.com/s/n268zjx1lqcji ... .capx?dl=0

    Are you commercialising tutorials ?

  • To me that feels like ...

    Every-time you take your girl to a party, and the party demands a different outfit, you just take another woman with you.

    'swap' animations on instances, in stead of objects.

  • More optimised trail. Now there is not 1 huge array iterating, max 12 tiles change in 1 tick.

    https://www.dropbox.com/s/m4aeqgbc28si3 ... .capx?dl=0

    'For Each' runs every tick. And that is a loop each tick.

    In my capx, things got prepared in the 'start of layout'. The situation how it is before the player starts moving. That is essential. It also cages things that have to be done only once, effectively to only once.

    You will never ever see a good representation of the fps on the inspect page in the debugger. That is actual (Heisenberg principle) very normal. The debugger is a program that runs in the same time and in the same browser as the game. If the debugger has to calculate a lot, like representing an array each tick, the tick (containing games actions + debugger actions) gets longer, leading to a smaller fps.

    Use 'watch' or 'profile' to measure speed.

    Use 'inspect' (or things added to watch) to inspect values.

    I also have to add that when the debugger (in inspect mode) drops the fps to much, collisions, frame independed actions and frame independed behaviors will actual break.

  • Not a 'functional' capx. Just demonstrating how to pick tiles, change tiles, pair an array with a tilemap, avoiding huge loops each tick ....

    https://www.dropbox.com/s/0pxbwb6i5q4x7 ... .capx?dl=0

  • 'swap' animations, in stead of objects.

  • I add a list object.

    Then 'Add item' for the things that i want to examine.

    I have seen others use 'log' in the browser object.

  • That is true, in the end it is all picking and a little logic.

    But, for the beginning C2 has a whole pack things in place to reduce the amount of code from the start.

    Instances, families, containers, animations .... functions.

    Each one and every enemy can be 1 sprite and its instances. You will be surprised how much lines of code (including functions) you will not have to write. Although, it is mainly copy and past with replacing objects.

  • I make you a example later, tomorrow, day after. And i promise you, it will not have a lot of code.

  • There is a behaviour and a plugin to deal with the creation problem (both work together). It allows you to create an object by name/variable.

    Give it a try. Its another, awesome, always updated plugin by

    For the variables. The above method from Brandon12hummer sounds rock solid to me. But, for my lazy world, it is still a lot of work.

    You can also make base dictionaries (yeah 120) and bring them in a container with the object. Now, every time an object gets created, its Dictionary gets created. Same for destroying. Pick the object, and the Dictionary is auto picked. That is gonna make a lot of Dictionarys , but you do not need to keep track of them, the system does. The debugger tells you wich Dictionary goes with wich object. Just an idea.

    From there, you can take it a step further. Add them as .json files to your project. And load them to the Dictionary during start up with Ajax. Balancing the game is now a matter of just editing the .jason files.

    A Dictionary is pretty easy. It is a key and a assigned value. You dont need to remember indexes, as in the array. The values are located at a key. The key is a string like "Health".

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99Instances2Go

Member since 12 Feb, 2016

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