Agni's Forum Posts

  • From scirra.com/manual/134/performance-tips and scirra.com/blog/83/optimisation-dont-waste-your-time

    Game is freezing on some PCs for 1-2 seconds at a time (not a slow down of framerate, everything just stops for a second or two). Does this mean it's a processing/logic issue rather than a draw issue?

    Object count affecting performance - does type of object matter here? For example, if I have dialogue or room layouts that are read into a 300+ separate arrays during initialization, does it matter at all?

    Sound - is positional sound computationally expensive? [order of magnitude vs. normal sound?] What about 'stop all'? Wondering about sound optimization in general as one of the test computers cannot actually play the game unless sound is disabled. This is all via node webkit.

    Thanks in advance!

  • Yes! Need this as well pretty please.

  • *Edit to do this without having all the backgrounds in the layout because there would be a ton of backgrounds.

  • Sorry, why can't it work with those events in Layout 1? Objects have to be present in a layout to spawn them? I thought they just needed to be somewhere in the project? Sprites work like that pretty sure..

    Trying to dynamically call tiled backgrounds for different environments that the player can walk into.

  • RexRainbow, does this work with tiled backgrounds? Trying to pick and create a tiled background object and having trouble with standard methods (and I assume Nickname is sprites only). Wondering if it's possible to extend functionality to sprites? <3

    Capx: db.tt/zJmmkLAG

  • Nickname function doesn't appear to get around it either.. what am I doing wrong. :(

    Capx: db.tt/zJmmkLAG

  • Another picking problem.. not sure what is going on here. Did I overlook something silly? Any help would be really appreciated!

    1) Have a family of tiled backgrounds with an instance variable.

    2) Trying to pick one instance from the family using that variable.

    C2 does not appear to find anything.. removing the picking will generate a random instance as expected.

    Capx here: db.tt/NpmCyI5X

    <img src="http://i.imgur.com/G51rxm2.png" border="0" />

  • Thanks so much! This works perfectly. Interesting that the original way didn't work but glad there was another way to do it. :D

  • Hm okay, thanks! However, what if I want to just pick *one* instance of a text object that corresponds to a = 0, b = 0 or 1, and c = 0 or 1? I was hoping to narrow the picked list down and then top it off with a 'pick random instance' but it doesn't work with a 'for each' obviously.

  • I'm not sure what's wrong with my code here... I'm sure I've just done something silly.

    I would expect this code to only select things that are a = 0 AND b = 0 or 1 AND c = 0 or 1 but it's picking everything where a = 0.

    Any help would be much appreciated! The code works with only one indented line (e.g., a = 0 AND b = 0 or 1) but doesn't work with both indented lines.

    <img src="http://i.imgur.com/mgAPEyi.png" border="0" />

    Capx here: db.tt/xJln01ew

  • Oh, is this why there's lag in pathfinding? I always just thought it was b/c pathfinding has a pretty significant calculation time (particularly b/c we can't limit pathfinding area) and this was just masked when the object is rotating.

    Would love if this was fixed.

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  • Totally understand that there's a million things on the to-do list! Just curious if there's any progress here. Being able to limit the pathfinding area and regeneration map within an extremely large dungeon would be really great to have (that plus flocking which is probably significantly more complex).

  • Cipriux I think I managed to solve this by doing:

    Set character width to ## for str("")

  • rexrainbow Thanks a lot! I seem to have trouble replicating the effect with a family every tick though.. here's what the new capx looks like if you have a moment: db.tt/GUGpYYHc

    There should be imagepoint(1) for everything in the capx. I want to make sure the ball is in front of the spikes on the ground when it should be.

  • How do I auto-resize textboxes? Is this possible / a feature that's on the docket to be added? Two situations where I need this:

    (1) Mixing and matching font styles for a large block of text (bold header of variable length followed by regular text followed by italicized text). Right now I'm not sure how to make sure everything lines up perfectly.

    (2) Tooltips (creating the size of the semi-transparent box behind the tooltip text)

    Mipey's spritefont plugin used to be able to do this with Set Resize Mode I believe, but forum searches on the official spritefont and text objects only turned up the workaround of multiplying every character by character width to determine the length of the string and calculating it manually (seems really inefficient for a large block of text).