dop2000's Recent Forum Activity

  • More PNG files will be generated when you export your project. Also the memory usage by images may change in some layouts - you can test it in debug view.

    Other than that there shouldn't be any issues.

    Can you share a screenshot of your code where you load images from url? Maybe there's something you missed there.

  • If there are no parent conditions in your event, this means it runs on every tick. And in that case you are right, if you collect 3 jewels in one tick, it will not work correctly.

    You need to move it into "Player on collision with Jewel" event. Then it will be calculated for every jewel instance.

  • does EasyStarJS pathfinding work with this?

    It's hard to tell. If you can organize path waypoints and obstacles in a grid, then yes, you can use EasyStarJS. It can only calculate a path, you will have to move the enemies using other behaviors, like MoveTo.

  • Best of luck for the game. Looks awesome!

    How much time did it took to make this game?

    Edit: Are you kimchica who is playing live on steam?

    Thank you! Our small team has been working on this game for almost 2 years.

    You can follow our progress on Twitter.

    kimchica is a wonderful streamer who makes that great broadcast on Steam. (but I'm not her haha)

  • Sorry for that. I uploaded v5 to itch.io, please download it.

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  • A large number of objects by itself doesn't automatically mean bad performance.

    There are many things which can affect the performance - effects, behaviors, events running on every tick, collision checks etc. You need to find which of these factors are present in your game and try to optimize them.

    If you have an effect applied to many objects, move it to a layer instead.

    If lots of sprites have active behaviors, you should disable them if possible, when they are off-screen. Pathfinding, for example, may be very demanding, especially on a large map. Try not to use actions like "find path" or "refresh obstacle map" too often. There's also a much more performance friendly plugin for pathfinding you can try - EasyStarJS.

    If the game makes lots of collision checks per tick (1000 or more), you can try reducing them, this will definitely help with the performance.

  • I see you have an old template on your screenshot.

    Please download the latest version. There is a function CreateRugdoll which creates a new ragdoll from a hierarchy.

  • That should not happen with my code.

    If it still doesn't work correctly, please post a screenshot of your events.

  • Don't pay attention to all those local variables and functions, don't try to replicate my code, it won't work in your game! My screenshot was just to demonstrate how you can use small scripts in your events to call various methods from CrazyGames SDK.

    For example, when a new level starts in your game, you should run this script:

    crazysdk.gameplayStart();

    Please refer to their documentation.

  • Sorry, Ashley, you are right, turned out that almost instant saving time was with the folder project. (I need more sleep)

    Still saving to a single file in r327 is now slower than it was in r317. Same project on the same PC takes 26 seconds versus 11 seconds in r317. Which made me suspect that there was something wrong. I guess this is how Zip64 works, so it's not a big problem.

  • I did this using a hierarchy. Connect all parts of the doll to the body with hierarchy. Disable physics for all objects by default.

    In runtime create the body sprite with hierarchy checkbox selected. This will create the entire ragdoll. After that you will have to enable physics for all parts and re-create all physics joints.

    I have a paid template where you can create multiple ragdolls:

    construct.net/en/game-assets/game-templates/physics-ragdoll-construct-16

  • You can set a Timer when the character collides with a spike. Only reduce its health if the "invincibility" timer is not running. Or you can use a variable for the same purpose.

    Player On Collision with Spike
    compare variable InvincibleTime<time
    ... Player Subtract damage from health
    ... Set variable InvincibleTime to (time+2)
    
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dop2000

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