Construct Limits

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  • Great! Really great!

    At least I can kill 1200 text objects! And to create them when it nescessary forexmpl - by picking the ship name in the combobox...

  • Awesome, glad to hear it's working =] and yup, you can create objects by Name too!

  • Yes, I saw that function, but was not sure, that it appropriates the name to object - I thought that it creates the object from another named in the manner. If it is so - the PV with the ship name is no longer nescessary!

  • Jayjay,

    Your help is really inappreciable! I will remake the game. Of course it will take some time, but the way I've started with I know for sure is an impasse. Now I will try another one you've tought me.

  • Jayjay,

    Your help is really inappreciable! I will remake the game. Of course it will take some time, but the way I've started with I know for sure is an impasse. Now I will try another one you've tought me.

    Glad to help Dima111 =] Good luck!

  • Also, Arima, if you've once had event sheets that take MINUTES to open, I probably have no serious memory leak issues to worry about for quite a long while, haha. Nothing I've opened in Construct has taken me longer than a second or two.

    konjak - I think that's a separate issue actually. I think the memory leak itself is restricted to the image editor, the number of objects, the number of objects in a layout and possibly the number of animation frames in those objects. The event sheet taking 10 minutes to load seems to be completely unrelated. :/ It doesn't even make much sense, because the event sheet that takes 10 minutes to open is about 6000 events, and yet another event sheet with almost 2000 events takes 5 seconds to open. I have no idea what's going on there, but it seemed to take longer after having tried to split that event sheet up into multiple smaller event sheets, and then recombining them.

  • May be I have some idea.

    I frmed my characters by copiyng a file and renaming the sprites. But in some cases some sprites were unnescessary. And I deleted them, but now I suppose that the events that were to be deleted as well just dissappeared from view, having nothing to be based on, but were not deleted from the programm. I remade the characters in that manner at least 12 times. And those "broken" informational pieces are pretty in within - I have met such effect in MS Access DB.

  • I have met such effect in MS Access DB.

    I'm don't believe Construct Classic has the same problem, but I can vouch that Access does this. When you delete data it is never actually removed, I've seen someone re-create their data so many times that their database got to 1GB without very many data records visible.

  • konjak Jayjay - Actually, I think Dima111 is right! I tried it with a blank .cap - 6,674 bytes, created a sprite, added a condition for the sprite, then deleted the sprite, which deleted the condition automatically and resaved - the resulting .cap is 6,954 bytes! Deleting the event first and then the sprite instead results in 6,697 bytes.

    It would appear both ways that construct is not cleaning up after itself properly. Thanks for the idea Dima111, I had been wondering what caused that for ages!

    lucid R0J0hound if either of you happen to work on CC again, any chance of this bug getting fixed? And though I realize that this might not be something you can devote the time to doing, you have no idea how much nicer it would be for me working on loot pursuit if you could get it to also clean up the garbage that was left from previous versions so I didn't have to wait 7 seconds every time I edited something on that event sheet! ^^

  • konjak Jayjay - Actually, I think Dima111 is right! I tried it with a blank .cap - 6,674 bytes, created a sprite, added a condition for the sprite, then deleted the sprite, which deleted the condition automatically and resaved - the resulting .cap is 6,954 bytes! Deleting the event first and then the sprite instead results in 6,697 bytes.

    Darn, well that really "bytes" <img src="smileys/smiley36.gif" border="0" align="middle" /> but yeah, I guess I better keep this in mind making my future games <img src="smileys/smiley5.gif" border="0" align="middle" />

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  • Any memory or space leak being fixed is a happy day

  • While rearanging the events met the problem - I use the combobox to define the instance PV. But I abslutely do not understand what I am to write instead of (index) I am willing to choose the ship name from the list

    detachment.LineText(Index)

    How to take data (ship names) from the out source I got. But this is to complicate to find out

    Help, help, help...

  • Hi everybody,

    I have managed to import 60 models in the game! It was absolutely impossible to reconstruct models, but I did it.

    On the way I have fixed a serious (as for me) bug - global variables. The problem is that if yu have numerous models that you are to import in one game file and every model uses global variables of its own - be sure that the global variable PLACE IS IDENTICAL in all all all your files. Otherwise you will always have GV (let's suppose) number 2 in the list of your model which is another in the main game file and that will kill all your events, using GV, some of them may simply disappear!

    That comes because events are linked not with the GV by the GV content but GV place substitution number.

    I have a trouble. I need to choose ships. I think it is convinient to use buttons here. But buttons do not APPEAR on the screen though correctly placed in the game.

    I deleted some events and when I delete the events controlling the game time (days, hours indication) and zooming the buttons appeared. Are they confronted with the events? I tried to use combobox. It is also is killed by those 2 events.

    scirraman.ru/forum/download/file.php

    HELP!!!!!!!!!!!!!!!!!)

  • I've found the bug - combo-boxes and buttons DO NOT WITHSTAND FULL SCREEN MODE.

    What is also sad - the buttons CANNOT BE CTREATED BY THE SYSTEM. It means for me 400 buttons in the layout - 400 separate objects. All my optimization to hell... I have rejected the idea to use them.....

  • Maybe this could be of some help to you.

    scirra.com/forum/sprite-button-plugin-update-01-23-v09b_topic38637.html

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