Arima's Forum Posts

  • I know you found it already, but just in case anyone else is looking, it's at irc.esper.net, #construct.

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  • This has been suggested in the past, so you're not the only one.

  • Regenerating the obstacle map is not done instantly, it's performed after your events. Colludium is right, you have to wait until the next tick. From the manual: https://www.scirra.com/manual/154/pathfinding

    "Regenerate obstacle map

    Determine whether each cell in the obstacles grid is an obstacle again. This is a very CPU intensive action and should not be used regularly. If only part of the obstacle map has changed, prefer to use one of the Regenerate region actions. Any changes made by using Add obstacle, Clear obstacles, Add path cost and Clear cost will take effect the next tick after this action. Note this means if you attempt to find a path immediately after this action, the obstacle map won't have been updated yet; add a 'Wait' action with a short delay to make sure the updated map is used in that case."

  • I'm not Ashley, so I can't tell you what he'd be willing to add or not.

    That said, I seem to recall construct classic had a feature to lock objects in place. Can't hurt to ask.

  • There are a bunch of options:

  • If it only happens while moving the character, consider what you're doing when the character moves. Try deactivating each part and testing again until it runs smoothly.

    It's hard for us to tell from an exported game instead of looking at your code, but it appears for example that you're creating a ton of sprites or particles on the ground. I don't know how powerful the device you're having difficulty with is, but if it's old enough, that effect could be what tips it above what it can handle at 60 fps.

    Transparent pixels take more work to render than opaque ones. 100% transparent pixels still take work to render unless the object is invisible. Creating and destroying objects takes more work than it might seem. Text boxes take more work to render than sprite fonts, especially if you're updating them every tick instead of only when they change. Make the text box as small as possible because you don't want the GPU to waste time drawing invisible areas. Do you have your project set to clear the background? That also uses more processing power, and your background is hidden, so you can turn that off. If you're using effects on mobile, don't because they're crazy intensive.

    Also, read this page. https://www.scirra.com/manual/134/performance-tips

    All of these things and more can add up.

  • armaldio - I'm interested in that plugin too. What do you mean though, that you're making your own exporter? Does that mean you can preview in electron?

  • ffman22 - please refrain from SEOing your forum posts.

  • I also want this feature. I have events like ten levels deep so it would help a lot.

  • I don't really agree with this suggestion - you can just make a sprite with a 1x1 texture and it uses an utterly negligable amount of memory. A 1024x1024 texture is 1,048,576 pixels, literally over a million times larger. There is no reason at all to concern yourself with such a tiny amount of memory.

    Also, construct is a lot easier than a lot of other tools, but there is no getting around the fact that some learning is required, and making a whole new object just to keep people from having to understand basic stuff like texture sizes would just hold them back as developers.

    In addition, I find it useful at times to make behavioral objects visible sometimes anyway - if someone decided they wanted to do that later, would they have to convert their object back to a sprite? It's just needlessly convoluted when it's almost exactly the same as a sprite.

  • Ah, totally missed that. Thanks,

  • This is a great plugin, thank you for making it. However, it appears that it requires the solid behavior to function - I don't suppose it's possible to make it bounce off an object without that?

  • Update - here's some of what I've been working on.

    Magic bolt

    Ria's basic distance attack. Doesn't use much stamina, so it's useful for a quick shot to stop an enemy. Stronger enemies will need to be hit harder to knock them out of their attacks.

    Ria's explosion spell

    KABLOOEEYY

    3D collisions

    This gif shows how the units collide in 3D despite being a 2D game. They technically collided in 3D in the explosion gif too, but it was pretty inaccurate and I came up with a much improved method - enough so that I should probably redo the gif.

    Other new features this update: There's new arrows while paused showing what the object's movement is, I used some free textures to improve the graphics, there's text at the mouse location showing what a click will do and I shrunk the HP/SP bars because they were blocking the view of the units entirely when they were bunched together. One downside of improving the graphics though is that gifs of the game are way larger. Not that it matters much for those on broadband, but those on mobile can get slammed by them, which is a big part of the reason why I'm keeping the frame rates as low as possible while still conveying the action properly. It's frustrating that there's still no universally accepted successor to the gif. :/

    There's been a lot of other progress too, new abilities, items and enemies. It's still a ways off from being ready for people to play, but it's getting relatively close to being ready for me to make a video of a battle which will make it much clearer how the game mechanics work (if you ignore the lack of a level and other such missing content).

    They should just sticky this post.

    Good idea.

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