ajgunsauley's Forum Posts

  • 7 posts
  • I've discovered that the memory usage in my project has ballooned due to several large animations using triple digit amounts of MB.

    These are obviously something I need to trim down/fix.

    But I also have several double digit sized animations anywhere from 15-28 MB. Are these style of animations problematic as well? Is it fundamentally OK to have a few of these animations here and there, or should animations in general be single digit in their memory usage?

    I'm aiming to make a PC game that uses somewhere from 100-200 MB of memory usage, for reference.

  • Sorry, I only bumped the thread so soon because I was unsure if this was the proper place to post a request of this kind, and I wanted to at least make sure someone could tell me I was doing something wrong if I needed to put the info somewhere else for the C2 developer(s) to look at it, so it didn't get lost in the dark.

    I'd say the benefit to working on this is that it disables a major annoyance for anyone whose game is going to use more than 1 GB of ram (which is what seems to be the threshhold for triggering the notification). Ie, people building large desktop games rather than smaller or mobile games.

    For someone like me who has many months (maybe a full year) yet of working in C2 until release, where the project is only set to get larger, a notification/auto-link appearing each time I start the program over and over is going to get irritating -- especially since C2 has the odd memory leak issue where it gets slower and sometimes needs to be restarted to return to optimal run speed.

    I do think the auto-link is the bigger issue. The notification at least informs me of how much memory my program is using, though I think putting this somewhere else (project properties?) would be less intrusive. But the auto-link is something that will only be useful the first time, and doesn't need to pop up every time I start the program (especially since it obviously starts the client's default browser by itself even if not open).

  • Small bump -- edited header since that seems to be a way people ask for features around here -- if there is a better place to put this someone please let me know

  • I'm developing a project with Construct 2 that's not intended for mobile devices, and is oriented towards desktop usage. So the message which pops up telling me "Your project is using X amount of memory" and then links me to the "Remember not to waste your memory" page is annoying, mainly because it pops up EACH time I open the project again.

    I get it. I need to watch my memory usage. No need to link me to the page over and over again every time I reload the project file.

    An option to turn this off in preferences would be much appreciated.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Bump. Really hope someone can help. Here's an instance of what I'm talking about. The rotation needs to stop entirely on collision, not push the tan vehicle out like that.

  • Hi guys,

    When my player object collides with another object (like an enemy or an obstacle), I have been experiencing weird behavior that I haven't been able to solve.

    CASE:
    The player object is rotating while stationary.
    The player object encounters an enemy or obstacle while rotating.
    
    EXPECTED BEHAVIOR:
    The player object's rotation halts.
    
    ACTUAL BEHAVIOR:
    The player object pushes itself out and away from the enemy or obstacle to allow full rotation.[/code:3kqlcxe9]
    
    This is occurring to the extent that I can actually force the player to "slide" around a vehicle if I push forward on the momentum and rotation keys the right way.   
    
    For reference, the player object uses Custom Movement, though it used to use Car (I switched to try and combat the issue).
    
    I suspect it's something to do with the push out solid behavior.   Can anyone help?  I'm lost as to what to try.
  • The code I have looks something like:

    Array row : [uid1, uid2, uid3, int]

    Each of these rows with this data arrangement is set up when a laser line hits a "target". The three uids of the objects involved are stored (firer, laser, target), but the thing I'm really looking to do is compare the int at the end of the array.

    Say I have an array data setup loaded like this with three rows.

    [101, 201, 301, 500]

    [101, 201, 302, 750]

    [101, 201, 303, 1000]

    In this setup I have the same firer for all three rows, the same laser beam, but three different targets at three different distances.

    How can I search across the array to find the minimum distance in the fourth Y value, in a way that doesn't require knowledge of the number of rows I am searching across?

  • 7 posts