Arima's Forum Posts

  • They're mixed up. Set zoom offset sets the zoom.

    Edit: check 'unbounded scrolling' in the layout properties to get the angle to work.

  • When using an object's actions/conditions, you can use 'variable' instead of sprite('variable') already.

  • Persist files. Please make them part of the project file.

    Aside from that, tho... hmm.

  • Not as far as I know. You can also try to disable code selectively to watch what it does to the CPU use.

  • Some things you can do:

    • Turn off collisions for sprites that are off-screen
    • Find some way to whittle down the objects, such as check for objects that are on screen before doing other checks/actions
    • Delete faraway objects at start of layout, create when getting close to them (harder)

    Try collisions first.

  • You're correct - they were edited in later.

  • NO

    Don't do it

    Copying objects and code between .cap files is an unfinished feature, and can seriously mess up your game. Unless they finished the feature recently...

  • Do not try to copy from one .cap to another, btw. That can seriously mess .caps up. As Mipey said, recreate it.

    Oh, and avoid the layout object if possible - it's quite buggy.

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  • Drat! I was hoping to have the first commercial construct game, but it looks like you'll beat me to it.

  • Here's a detailed explanation of how for each works:

  • You can currently use VS Express and build all the plugins and the runtime with some minimal tweaks.

    Sweet, good to know!

  • When you create objects, the computer has to send the textures to the graphics card. That's not as quick a process as you think it might be. That pause is the amount of time it takes to get the texture to the graphics card, because the card has to wait for the texture to be able to draw the next frame.

    If you split up the textures into 256x256 squares, but still load them all in the same tick, you'll probably still have the same problem because you'll still be loading as much texture information in the same tick. You might be able to get around it by distributing the loading across multiple frames by only loading one 256 square texture each tick.

  • Argh, don't wanna choose only one. My second choice would be web browser. Out of curiosity, you said fully supporting all the plugins on tons of platforms is unrealistic - what about partially supporting some? Like having only the rendering engine, sprites, sound and a few behaviors (and array and hash, I guess)?

    Also, I'm sure you've already thought of it, but what about using something like allegro or SDL to make it easier to make both a mac and linux runtime instead of having to choose one?

  • I wonder why it's been working fine all this time in my .caps for this project, but now it suddenly crashes as an .exe? But even more odd, is that it worked perfectly with the first .exe of this project I ran yesterday.

    No clue. Try saving a fresh .cap in the same directory as your game and try to find the correct directory path from there. Also, are you using autoplay?

  • That's why I tell people to steer clear of the layout object. Too buggy.

    Perhaps try going back to the version that was working, and try step by step? Or embed the sounds in the exe instead?

    Also check each layout object for what layout it's set to. Try changing it something else, run it, then back again.