digging game stalled :(

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Post » Sun Nov 15, 2015 5:16 pm

Hi

Still struggling to find anyway of making a dirt digging game that does not use huge amounts of cpu and memory.......If anyone can help it would be great ...im a noob so keep it simple please..im not sure if construct 2 can do it but it looks like flash can ?.

if you Google dig dig dig by blurry code................you should get the page :D
PS i would have posted a link but they wont let me :(.
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Post » Sun Nov 15, 2015 5:27 pm

stones wrote:Hi

Still struggling to find anyway of making a dirt digging game that does not use huge amounts of cpu and memory.......If anyone can help it would be great ...im a noob so keep it simple please..im not sure if construct 2 can do it but it looks like flash can ?.

if you Google dig dig dig by blurry code................you should get the page :D
PS i would have posted a link but they wont let me :(.


Posting your .capx would probably allow you get a quicker, more helpful response.

You can bypass the posting restriction by inserting a couple of spaces in the URL, i.e.

Code: Select all
w(SPACE>ww.(SPACE>mywebsite,com/maygame.capx
If your vision so exceeds your ability, then look to something closer.
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Post » Sun Nov 15, 2015 6:03 pm

Thanks Zenox98
Im new here wasnt sure about bypassing but since it aint spam :D

ht tp ://1drv.ms/ 1Yc49hj

thanks for any help :D
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Post » Sun Nov 15, 2015 6:18 pm

Using uncountable amounts of sprites isn't really a good option..

Haha, my tablet just froze typing that reaction, because I was trying to play your game through debugger..
I've seen some examples on this forum of digging games, all using different techniques..
One started with bigger sprites only made smaller on collison when needed, which was pretty nifty..
I think that was before the tilemap-object was added to Construct..
I would suggest using that instead of the huge amount of sprites if one of the earlier examples don't suit your needs..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Sun Nov 15, 2015 10:35 pm

Yes thats the problem im trying to get around, but i cant find any decent tutorials on it :( ........ as i mentioned there are about 16099 sprites for the mud alone :( and that pushing my quad core i5 cpu too 97%. I cant really move on with 99% of the game until i can sort that basic problem out.........simple plat-formers, top down shooters theres plenty on........:(.
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Post » Sun Nov 15, 2015 10:49 pm

This thread has many links to other threads with "destructible terrain" examples:

viewtopic.php?f=147&t=106820&p=790332&hilit=worms#p790332
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Mon Nov 16, 2015 12:57 am

For best performance use a tilemap with a small tile size and "seamless mode" off. You'll need to do that for the examples in the link below.
pixel-by-pixel-destructible-terrain-yup-why-not_t92929?&hilit=tilemap+terrain

or here
viewtopic.php?f=146&t=118651&p=851984&hilit=tilemap+destructable#p851984

For multicolored terrain i'd say use only one tile on the tilemap and use a blend mode with a spite or canvas plugin to color it.

In the other examples for destructible terrain the canvas plugin is used instead. Using the tilemap object also give the added benefit of just working with the collisions, whereas you'd have to implement collisions yourself otherwise.
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Post » Mon Nov 16, 2015 11:21 am

Thanks guys i.ll check it out sounds promising :D.
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