Arima's Forum Posts

  • Dima111 - it sounds like you've encountered one of the dreaded memory leaks. Does the problem happen immediately after startup and loading the file? Because if you're willing to upload it, that might help one of the people maintaining construct classic fix it.

    However, I'm almost entirely sure you're incorrect about construct being able to handle 1500 objects. The fact that you have 1500 objects, from my experience, is why you're getting that error message about invalid arguments. The more objects construct classic has, the quicker the memory leak will crash the program. I'm almost positive that the memory leak is involved with the image editor and how many objects, and possibly animation frames, a .cap has. The only way I've managed to get around it is to repeatedly close and reopen construct after editing a few animations to reset the memory leak.

    I hate to say it, but I think you're trying to make a game that construct classic simply can't handle. Why do you need so many objects?

  • They've said it's a planned feature, they just haven't gotten to it yet.

  • - ARGH NO!!! I tried that, and as a result, loot pursuit has LITERALLY taken over a YEAR LONGER than it would have if I had learned to use construct and its features properly before I started!!

    Start with smaller projects and play around with prototypes of larger projects, but don't start anything substantial until you've learned the tool!

  • Please stick to english on the forums or provide a translation. Thanks!

  • You need 400 more objects?? I really don't know what CC is going to do with almost a thousand objects. :/ What are you making?

    Also, what do you mean by 'multipal' objects?

    By splitting sheets, I mean something like make a new event sheet, copy the second half of the events from your original event sheet and paste them into the new event sheet. Then delete them from the original one, and add an event sheet include to the original sheet. That way you get the same behavior at runtime, but the IDE has less to have to work with.

  • The better solution is C2. I'm assuming you need EXE export, and when awesomium's new version comes out, Ashley has said he's going to look into making an EXE wrapper with it.

    CC could manage it, but I can't recommend using it when C2 is there and is so much better in many, many ways.

  • 25 minutes?! I thought my event sheet took a long time to open at 10 minutes. :(

    There's no other way to edit events in CC. This issue that you've encountered is one of the reasons I strongly recommend people use C2 instead of CC.

    The only idea I have is to try splitting the event sheet into multiple sheets and use includes. That improved the opening and editing speed on my game, but it significantly increased the compiling time. I don't know if it would do the same for your game, but it's worth a try. Save a copy first!

    Also, if you try that and it isn't better, then go back to your previously saved copy rather than copying and pasting everything back to the way it was and continuing! I tried that and it resulted in the .cap being slower to work with even though it seemed like it should have been the same.

    Also, try to keep from adding more objects when possible... I've found CC doesn't like having so many of them.

    You could also upgrade your computer, as a faster processor will definitely help (I've tried editing my game on a faster computer and it's vastly improved) but that's an expensive option.

  • You could use:

    every however many seconds

    • set animation frame to 1-sprite.animframe
  • Potato - Joannesalfa is correct, what he's talking about isn't about leaving and reentering the screen, rather how the event is not running properly at the start of the layout.

  • I should also mention - when something is off screen the graphics card automatically skips drawing it, so you don't have to do any work there. Remember also that rendering isn't the only thing that can hit the frame rate, events can too, especially CPU intensive stuff like collision checks. As an example of an optimization you can make, if you are doing collision checks, you might want to try using bounding box collisions if possible instead of per pixel because they're much, much faster.

  • I use the z sort plugin that sorts everything on a layer based on the y position: http://www.scirra.com/forum/plugin-isometric-z-ordering-based-on-y_topic46247.html

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  • Because RPGs are one of the hardest and most complex kinds of games to make! I've been making what I thought was a 'simple' RPG with CC and it's taken 3 years and it's still not done!

    Zelda isn't exactly simple either even though it's a lot less complex than an RPG. Gauntlet though, seems simple enough. As for the reasons why no one's made a gauntlet type game, who knows? C2 is certainly capable of making one.

  • Plenty - you don't have to worry when creating a few instances. A few hundred or thousand on the other hand, depending on your computer you might start noticing pauses.

  • Making a sprite invisible does mean the graphics card will skip rendering it, but it will try to render it if the object is visible but has an opacity of 0.

    There's also the CPU use to consider, because an invisible object will still have events run on it. Even if all events and behaviors are disabled, there's a small amount of overhead having an object in the layout. For reference, my computer can manage 100,000 objects at 60fps, but that's with no behaviors or events at all.

  • 1. C2 already recycles instances for you, and attempts to minimize GC as much as possible automatically for you as described here: http://www.scirra.com/blog/76/how-to-write-low-garbage-real-time-javascript

    2. Not unless you have a ton of them and/or you're processing a lot of logic on them.

    3. Not at all.