Arima's Forum Posts

  • Prefetching only loads files into memory, but doesn't run them. I had this problem once a while ago where I had a loop that started at the beginning of the application, before it even appeared on screen. The loop was running a zillion times, so it seemed like it didn't start up at all. Try opening up the task manager and check the processes tab for temp.exe. Is it there?

  • Oh, sorry I misunderstood. I don't know a simple way how to do that. If you have a full copy of Photoshop you could use its actions and batch commands, but that's the only way I know of. You might be able to even make an application in construct to do it for you, but I'm not sure about that.

  • What is it exactly that you want to do? Take a bunch of uncropped images, import them into construct and have them be cropped?

    If so, then you can use the import images feature to import them all at once, then once they're imported hold Alt and click crop once, which will crop all of the 1000 images in the animation with one click.

  • Hold alt then press crop in the picture editor.

  • The .cap is like 23 MB with 7000 events. :/ That's why I haven't posted it already. If I try to narrow it down, it stops crashing. There's so much stuff in my game and it takes so long to check that it could literally take me weeks to get a .cap of small enough to post that still replicates the behavior. I guess it probably won't be much help for finding that bug then.

  • Yep. Happens the same way every time.

    There are two crashes, going through this procedure happens the same way each time:

    I preview in construct or run the exported game (tried it both ways), try crash number one, it doesn't crash. Restart, try crash number two (which crashes every time), it crashes. Restart, try crash number one again, it crashes. Crash number one will continually happen as I restart and try again. After crash number one has happened, if I load up a whole bunch of applications then rerun the game, crash number one does not happen again until crash number two happens and I restart the process.

    Vista, btw.

  • I encountered an odd crash in my game. Odd because it won't crash until another crash happens first. A programmer I know mentioned something about "dirty memory" that can be leftover from a crashed application. I've confirmed that after crashing, if I load up tons of applications then run it again, it doesn't crash. It does sound like what he was talking about. If it is indeed dirty memory causing crashes, would it be difficult to make the runtime clear memory of before using it?

  • Huh. I had no idea!

  • The blur helps out quite a bit. Why even bother with meshes though? If you made it as a plug in and simply set the color of each pixel then draw it like an image, then by making the image take up the whole screen it would automatically interpolate, no looping through verticies required, and it would be much faster than using events. Then you'd also have one quad instead of a whole bunch of triangles, which would render faster.

    Admittedly I have no idea how to make plug-ins, though, so that might be a lot harder than it sounds. ^^

  • Wow.

    ...

    What else can be said?!

  • AMD athlon 64x2 4400+, 2GB ram, 9800GT. What are your system specs?

    Total events in the game is over 7000, not exactly sure how many, and construct recompiles all of them each time. The 3500 are in one event sheet, not including includes, which put it over 4500. As I mentioned, if I delete all of the code then preview it previews in less than a second. It's definitely the events affecting the preview time.

    The resolution of sprites might affect the layout editor, but it doesn't affect the event sheet editor. I don't work in the layout editor much, so I'm not sure what causes speed decreases there.

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  • I approached this problem by having the character with a detector at its top to check when it's not overlapping a wall for when the character should start pulling themselves up. When they do that, then play an animation of them climbing. The animation hot spots must be aligned so that technically while the character is pulling themselves up, the sprite isn't moving. What I mean is, in the animation, the character will pull themselves up and away from the hot spot. Once the animation is done, set the position of the sprite to match up where the animation ended up after climbing.

    Does that make sense?

  • Initially they aren't apparent, but as you continue working on a larger game with construct, there are some major speed issues. I realize a lot of these probably can't be resolved in construct one, maybe for construct two they can be fixed.

    Opening large event sheets - one of my event sheets has about 3500 events, and it takes about 2 minutes to open the first time it's opened. It's faster subsequent times when I switch back to the layout editor then go back to the events, but regardless still takes a while.

    Solution idea: even if the initial loading can't be sped up, after the event sheet is loaded, switching back and forth via the tabs from one event sheet to another is instant. Perhaps if the event sheet was kept "open" in its own window the same way other layouts are kept open in other windows, then it would remain plenty fast to switch between a layout and its events.

    Previewing games with large event sheets - my game takes over a minute to preview. Before I realized how much extra time event sheets can add to compile time, it was taking almost two. That was after the graphics had already been cashed. After deleting all of the code from my game and previewing again, the progress bar appeared and disappeared in less than a second. Events, when there are enough of them, take a long time to compile.

    I wonder if there is some way to speed up this process, such as cashing event sheets similarly to the way graphics get cashed, except individually, as most of the time that I preview I've only edited one event sheet. I'm not sure how much that would help on large event sheets since AFAIK the event sheet includes simply results in construct pasting the events from one event sheet to another, though.

    Maybe if there was some way to be able to cache event sheets so after being compiled once, they can be pasted as a single chunk rather then pasting each and every event, condition and action? Then larger event sheets could be broken up into multiple smaller event sheets, making the whole process faster, since only one of the included event sheets would need to be recompiled. I don't know if there's any other way to optimize the process of compiling events to speed it up, but it sure would help!

    Initial preview - since AFAIK in construct 2, games are going to be saved in a way that includes multiple files in one archive, would it be possible to include an option to save the cashed event sheets and graphics as well? It would take up more space, but hard drives are getting so huge these days the amount of time saved would be worth it.

    Working with large images - whether it's in the picture editor or how long they take to cache for preview, large images slow down construct a lot.

    Undoing on large event sheets - I tried pressing undo on that event sheet with 3500 events. 5 minutes later it was still sitting there undoing. Because of this, I don't use undo any more.

    Deleting objects - the biggest speed problem facing construct. I'm not kidding when tell you that when I tried selecting some objects then deleting them, my computer sat working on that for almost 1/2 hour. Because of this, I don't delete objects anymore in the IDE.

    Edit: forgot to mention one.

    Working in the event sheet - when there are lots of events, edits can take about 2-3 seconds for the screen to update itself with the edit. I recall hearing that the event sheet editor was going to be rewritten in C2 to use hardware acceleration, though, so hopefully that will be fixed.

    Can these be fixed for construct 2?

  • IT...

    WOOOOOOORRRRRRRRKKKKKKKKSSS!!!!!

    Thanks SO much for fixing this one!!!