cjbruce's Recent Forum Activity

  • Do you know about Adobe Animate CC? It has all the tools of Flash, but exports to HTML5. If you already know Flash, this might be the best thing for you.

    http://www.adobe.com/mena_en/products/animate.html

    and

    https://blogs.adobe.com/creativecloud/welcome-adobe-animate-cc-a-new-era-for-flash-professional/

    $20/month, but if you like time-line-based animation, Animate is for you. It still exports Flash, but operating systems and browsers don't like it much. You can use ActionScript 3.0 but not lower. And as people here will tell you, HTML5 runs everywhere, Flash runs fewer places every year.

    Hmmm $20/month. That's $240/year, less than half the price of Construct 3.

    Animate CC is great, but is missing the event sheets, and last I checked, you need to code everything in JavaScript with their ActionScript-like API. It wasn't worth it to me to learn a custom JavaScript API when Construct pretty much had me covered, but might be worth it to someone who is already very conversant with Flash.

  • No worries. Most of the things you need to know about the way physics simulations work aren't actually taught until you take a course in numerical physics or modeling at the university level, so you aren't alone!

    Here are the basics:

    Friction: This sounds like it should be what you are looking for, but it is not. In computer games, "friction" is a retarding force between 2 physics objects, but since this is a top-down game, the "ground" is actually not a physics object. Therefore friction will not have any effect in a top-down 2D game.

    Linear damping: This is probably what you want***. Linear damping applies a force backward that is proportional to speed. The slower the object is moving, the smaller the retarding force. Note that this technically means the speed will never reach zero, but it will quickly approach zero such that you can apply a check to see if speed < 1, set speed = 0.

    Angular damping: This works just like linear damping, but for rotation.

    ***Note that "linear damping" is actually a better simulation of air drag than of skidding along the ground. Ground friction is best modeled as a constant force, but you will need to do a number of additional checks to make it completely accurate, and I'm not sure it is worth the effort and extra events for a game. To see the difference between friction and air drag in action, go to https://www.simbucket.com/simulation/rocket-sled/.

  • 2 options:

    1. Create your own movement behavior entirely with events.

    2. Use one of the physics behaviors (either the built-in or Chipmunk).

    I have been using prebuilt physics behaviors quite a bit lately, and am pretty happy with how they work. They also have the advantage of handling car-car collisions automatically.

  • Hmmm... Weird. What device are you testing on?

    I'm not much into 2D games -- everything I have been creating game-wise is 3D, and I have found most of the time on mobile I have been CPU-limited. Perhaps someone more experienced with 2D games has a better idea?

  • is there any ways to make a mesh or something similar for a random terrain generation?

    I haven't figured out how to do this programmatically in Q3D. tunepunk has had success with predefined heightmaps though.

  • cjbruce

    I bought a Dropbox Plus, then how can I make a public folder?

    I'm not sure if there is a public folder already. When I went to dropbox on the web, there used to be a "enable public folder" checkbox. If the checkbox is not there, check if you already have a dropbox folder called "Public ". If so, then you can right-click on a file in the desktop app to "copy public link". The URL it gives you when you do this should look like mine, just with a different number.

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  • It sounds like you are GPU-limited. Is there a significant amount of pixel redraw going on with multiple transparent sprites trying to draw on the same pixel?

  • > DaniellMesquito

    >

    > Updated. I had added the new plugin, but forgot to delete the old one.

    >

    Thank you! Its working very well.

    Phew! Good to know. Let me know if you have any questions. Both .capx files were for project prototypes and weren't designed as tutorials, so they are a little more complex than tutorial should be.

  • DaniellMesquito

    Updated. I had added the new plugin, but forgot to delete the old one.

  • With all the fuss this topic did not generate, adding the fact that I totally hate C3 and said I will never buy it for known reasons, we have totally moved away from Construct products for our next planned games. We are finishing up the current one and we'll disappear from here. Will check with AirConsole what they think and if someone's gonna do it. If not, I'll do a quick portage and the rest will be left open to merge requests on Github

    Thank you for the work on the AirConsole plugins. The new plugin is much cleaner than the original,

    Your contributions will be missed, and I am sorry to see you go.

  • Play your game in "debug" mode to see where things are slow:

    1. Create a group called "test group" and move things into and out of this group. Narrow it down to a few event sheets that are the biggest resource hogs, and try to optimize from there.

    2. Put a text object called "fpstext", or something similar, in the upper left hand corner of the screen. Every tick, set fpstext's text to the following:

    round(fps)&newline&" FPS"&newline&round(cpuutilisation)&"% CPU"[/code:2z1y921z]
    
    With this in place, play the game on mobile.  If fps is low, but CPU is also low, it means you are limited by the GPU and need to use smaller textures to reduce the number of time pixels are being told to redraw each frame.  If fps is low and CPU is high, then you need to optimize your events because your mobile CPU can't keep up with your desktop.
  • cjbruce

    >

    > You and the community are welcome! Hopefully people find it helpful!

    >

    I talk about the .capx, because it keeps with the error.

    Drat! It should be updated without the old plugin. I will take a look at it in a few hours.

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cjbruce

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