Arima's Forum Posts

  • I might be misunderstanding what you're saying, but using the or condition is not a solution as it can cause crashes, so keep on not using it.

    Are you using transitions? If so, don't.

    The only other idea I have is to do what I do when trying to track them down - find a way to reproduce them every time, then with your project backed up, start deleting stuff until it stops crashing.

  • Np, glad it worked.

  • It isn't pointless guys. I have no openings now. Now but I might be needing an artist in the near future for a new space game We have in planning.

    Until you have a job offer, the thread serves no purpose. Please hold off creating threads for positions until you actually have a position to make a thread for.

  • Whoo hoo! Congrats!

  • As I've read, the ipad 2 was a huge jump forward in power - so huge that it's still competitive with the rest of the market today (and why they used its tech again in the ipad mini).

    Still, it's rather surprising that even a game like jetpack joyride doesn't run smoothly. :/

  • We'll delete it for you. I've created a thread for people to post to if they want their games deleted here.

    Post a link in this thread to your game in the arcade you want deleted, and we'll delete it for you.

    edit: I can delete games from the arcade again. Remember though you can upload a new version without needing to upload a whole separate game.

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  • Are you sure the file paths are right? Try having the images in the same directory as the .cap file, and this code should work:

    (Have a sprite with 2 animation frames in the layout)

    System: Start of layout

    • Sprite: Set animation frame to 1
    • Sprite: Load frame from apppath & "file1.png"
    • Sprite: Set animation frame to 2
    • Sprite: Load frame from apppath & "file2.png"

    System: Every 500 milliseconds

    (this and the next event are subevents)Sprite: Animation frame Equal to 1

    • Sprite: Set animation frame to 2

    System: Else

    • Sprite: Set animation frame to 1
  • Nathan - the textures are in memory, and take up the same amount of memory regardless of how many instances you have of them, though more instances will use more memory for their other data (variables, etc). To 'stitch' (paste is more like it) multiple images together, you can use rojohound's canvas plugin.

  • Depends what you're doing. You could be doing too many collision checks, rendering too many objects, or a bunch of other things. If you want to know, try experimenting by deactivating sections of code, running it with fewer objects, disabling collision checks, etc.

  • Ashley - but isn't that basically what many developers do for commercial games, allow you to run at a lower resolution while still full screen if the computer can't handle it? Even if it isn't the zoom feature's originally intended purpose, if it gets a useful result, I guess I don't understand why you don't want to implement it? It could be particularly useful for those making exe games.

  • I guess that's one way to do it! I suppose you could also leave the objects in so you can code them, but delete the animation frames instead, or reduce them to 2x2 pixel placeholders.

    Correct, don't copy and paste between .caps.

    To load an entire animation at runtime, iirc you need to first set the sprite's animation frame, then load the image for each image in the animation.

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