Arima's Forum Posts

  • There's a bug getting values from x1 column, if I recall correctly. Try two.

  • Yeah, I found a way to turn it off. Definitely not something you could do anything about, since it's on by default with vista, and construct's obviously got to use ram.

    I also doubt it's confusing anything - I think superfetch is loading lots of random stuff, then dumps it when my game runs because my game needs the ram, then when I quit there's ram free, which makes vista recache everything - which explains why it kept loading the same random files each time.

    I'm glad it didn't have anything to do with construct!

  • Turned out to be superfetch. I should have realized why it was only happening for this .cap - it's huge, and therefore needs to kick a lot of the stuff that's been pre-cached out of ram, then Vista promptly loads a whole bunch of stuff back into ram again. Man, it's really lousy at guessing what I'm going to work with. :/

  • It claims svchost.exe "(LocalSystemNetworkRestricted)" is doing the reading of files, and the flurry of disk activity doesn't start until about 5 seconds after the app has been closed, and is off the applications/processes lists (with them updating at high speed).

    All the random files are listed as 'background' IO priority - might it be prefetching or something? Why would it prefetch so much for that specific .cap and not others? I'm not doing anything weird with it.

    Upon checking what's running, it claims PID 1064 is doing the reading of files - the services running under that are:

    wudfsvc - Windows Driver Foundation - User-mode Driver Framework

    WPDBusEnum - Portable Device Enumerator Service

    WdiSystemHost - Diagnostic System Host

    UxSms - Desktop Window Manager Session Manager

    TrkWks - Distributed Link Tracking Client

    TabletInputService - Tablet PC Input Service

    SysMain - Superfetch

    PcaSvc - Program Compatibility Assistant Service

    Netman - Network Connections

    hidserv - Human Interface Device Access

    EMDMgmt - ReadyBoost

    AudioEndpointBuilder - Windows Audio Endpoint Builder

    That's a lot of stuff that I don't know what is. This is a new PC with little on it other than construct and a few graphics apps, and it's not hooked up to the internet.

  • I think I misunderstood the point before. To get the equivalent of what can be done with 3D in 2D is not only not realistic to get the same level of detail, it'll definitely take much longer in 2D. As long as you're not trying to get as much detail, though (since 2D movies are far less detailed with shading/textures, etc), 2D takes about the same amount of time.

  • On my computer, it reduces the fps to 5 if I try to do it every frame. It does 'freeze' the game, as the exe needs to wait for it to finish, but it's still a fraction of a second - though certainly not fast enough to be not noticeable.

  • That program doesn't tell me anything else, in fact, resource monitor tells me more. For some reason, this specific .cap is somehow causing my computer (via svchost.exe (LocalSystemNetworkRestricted)) to read dozens or hundreds of random files after I close it.

  • I have no understanding of python - here's how to do it via events.

    Set the values at array's x, y to the character's stats. Like the stuff in column x1 is for character 1, column x2 is character 2, etc.

    So set value at x:1 y:1 Charater 1's hp

    Set value at x:1 y:2 Character 1's mp

    Somewhere else, have a few slots on the array available to tell who's currently in the party.

    Upon adding a character to the party, set the slot in the array to their name.

    Set value at x, y to: "Character 1"

    At the start of battle:

    At start of layout

    Array: value at x, y is equal to "Character 1"

    • create Character 1

    Removing a character:

    Set value at x, y to: "None"

    Important! There's currently a bug in the array that retrieving values from either x1 or y1 doesn't work correctly, I can't remember which. Start at x2/y2 and it should work. You also might need to increase the side of the array, done in its properties.

  • It's in the list of objects when you insert an object.

  • Every time I close temp.exe (on this specific .cap - blank one does not do this), the computer runs the hard drive for a little while. I opened up the resource monitor, and it appears to be reading dozens of random files - exes, pngs, .caps that I haven't used in months - totally random stuff, but often the same random stuff, some of which involves construct, some doesn't. Does anyone have any idea why? Other applications don't appear to do anything of the sort.

    Edit - Hmm, it appears to only happen with one of the .caps I'm working on.

  • Canvases are fast, the image manipulator isn't.

  • Wow, that's actually pretty cool. Not flashy like the other screens, but because you have a functional party system.

    You mean the graphics aren't very good??

    May I ask if you have it so it can add, and remove party members?

    Good Luck on your project!

    Thanks! You can get another party member, but the RPG is pretty small in comparison to the 80-hour epics out there, so there aren't very many playable characters. I'm trying to be realistic, and trying to get this RPG done sometime soon. I responded in your other thread about how to set up a party system.

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  • Yeah, keep the info for the characters in the array, then use the array to also remember who's currently in the party. Like:

    Character 1's hp

    Character 1's mp

    Party member slot 1: character 1

    Then when starting a battle or such, if the value in party member slot 1 is character 1, create a character 1.

  • A quick example showing how to use timedelta. Sprite uses it, sprite 2 does not.

  • Aha! I think I understand why you're confused. Forget the conditions - you use timedelta in the actions only.

    So instead of what you're doing:

    every 2 ticks

    left arrow is down

    • subtract 1 from camera x

    do this:

    left arrow is down

    • subtract (amount per second*timedelta) from camera x

    Since you're using every two ticks, the event is running every other frame, resulting in 30 pixels moved per second. To get a speed equal to that, you'd use (30*timedelta). Like this:

    left arrow is down

    • subtract (30*timedelta) from camera x