Chadori's Forum Posts

  • Do you have the steam version and put all you projects files in the same folder as the .caproj? If so try exporting the game as a new caproj in a different area away from your music/sounds/art and opening that new version.

    When I did this it stopped a 5min+ wait on saving back to seconds and constant slowdown when using the editor after 10 minutes on my project.

    No. I use the website version. And I always export to .Capx file (compressed format)

  • >

    > Must be my question being confusing. I was asking about which is better for performance, resizing the Image of the TiledBackground smaller or resizing the Tiledbackground smaller itself? The other questions were just addons...

    >

    Are you having performance issues?

    If so, resizing the tiledbackground (in game) itself won't have a noticable effect, because the amount of image memory used for it will remain the same..

    Reducing the amount of pixels of the image, would..

    Actually I am trying to avoid it, and luckily no. I am just making sure for I am trying to make a mobile game and don't want it to be sluggish unlike the last time.

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  • You don't understand what I am saying, or I don't understand your question..

    You were asking if it would be wise to make your image smaller and my answer was that it wouldn't matter that much, because it only take 615x194x4 bytes in memory..

    Collisions have nothing to do with the image, amount of objects have nothing to do with the image..

    So I don't know where these suddenly come from..

    Cpu is something different from gpu..

    I was talking about image memory usage..

    Must be my question being confusing. I was asking about which is better for performance, resizing the Image of the TiledBackground smaller or resizing the Tiledbackground smaller itself? The other questions were just addons...

  • >

    > So the (Ingame sprite or tiledbackground) size or instance count doesn't lower performance (cpu or ram) is that what you mean only the ImageFile?

    >

    Not the file, just the image..

    The size in the game effects the drawing, not the (image-)memory it occupies..

    I am beginning to think I don't really understand the optimization guide of Ashley now. So performance is only based on what is seen on the screen. Thanks i'll keep that in mind. But why do we need to turn off the Collisions outside the screen view according to some guides ? And why do we need to maintain object count if we can just scatter many objects that will not be seen together in the screen view?

  • >

    > > It will work if you set the width of your background to 3690px

    > >

    > > To get the background to be at least the width of your project, it needs to be 3x615px(it's original image size)..

    > > To make this code work, it has to be twice as wide, so 3690px

    > >

    >

    > Wow! Great Thanks, Just another question. Does making your tiledbackground larger lowers the performance? Which is better? to resize my imagefile(the image of the tile) so that it can maintain 2560px or just leave the tiledbackground size to 3960px?

    >

    Your image is 615x194..

    That is the image size in memory..

    So the (Ingame sprite or tiledbackground) size or instance count doesn't lower performance (cpu or ram) is that what you mean only the ImageFile?

  • It will work if you set the width of your background to 3690px

    To get the background to be at least the width of your project, it needs to be 3x615px(it's original image size)..

    To make this code work, it has to be twice as wide, so 3690px

    Wow! Great Thanks, Just another question. Does making your tiledbackground larger lowers the performance? Which is better? to resize my imagefile(the image of the tile) so that it can maintain 2560px or just leave the tiledbackground size to 3960px?

  • Could you share your capx to clarify your question?

    For the above event to work, the image doen't have to be the same width as the layout..

    It has to be at least as wide as the layout and repeated two times, because it only moves half it's width every time..

    Here is the .capx file XD Hope you find the problem and do explain.

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

  • Could you share your capx to clarify your question?

    For the above event to work, the image doen't have to be the same width as the layout..

    It has to be at least as wide as the layout and repeated two times, because it only moves half it's width every time..

    Yeah that's true, but I already tried resizing the background by x2 or changing Self.Width / 2 with /1.909 or something that'll fit the size of the image and still something wrong..

    I'll post the .capx in just a minute..

  • Like in the Autorunner Template, there is the event :

    Condition:

    X <= - Self.Width / 2

    Action:

    Set X : Self.X + Self.Width / 2

    But this only apply to images with the same width of their layout. Can anyone give an event for images not equal to the width of their layout? Thanks in advance XD

  • I'm on the layout, and whenever I try to move something around, it often snaps back to it's original position, and sometimes it goes into different layers. This happens with many projects that I work on.

    How do I simply just move something around? I mean anything, on the layout.

    Yeah cs2curious is right, It might be an external conflict causing Construct 2 to malfunction. Before you do anything else. First, disable / Uninstall all your plugins. Second, check your events if there is something wrong. Lastly, if nothing works then you need to uninstall and update or reinstall your Construct 2.

  • Guys! Know any tips or good method or tutorial to export Crosswalk-Android in Intel XDK to improve performance, Gameplay, Things to know, Things to not forget, advices for marketing, Things to remember in exporting in Intel XDK? Thanks in advance XD

  • I have a working version, Player 2 can be pushed by Player 1 :

    http://download1337.mediafire.com/ravtp ... _Push.capx <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    > OnyOxis

    >

    > I think you didn't get what I mean. I want player1 to push player2 above like a carried object without the use of any platform object but your example used a platform object to push it up and also required pin and 8 movement behavior which made it more complicated. But thanks for trying though XD.

  • I am sorry OnyOxis & LeuNoeleeste for not being precise but I cannot use physics for that because it will cause more problems and it wont work with this type of game and performance is also at risk.

    My point is that I want to make a simple event that if the Player2 (w/ Platform and solid behavior) is on top of Player1 (w/ Platform and solid behavior) then the Player 2 will be pushed up when Player 1 jumps.

    I want to make that event without the use of Pin behaviors, Custom Movement and Simulate controls for it will make things complicated. In other words, I am looking for an event that maybe I missed that can make this happen noncomplicatedly. Thanks

  • How do I jump in platformer(with solid) when there is another platformer (with solid) above ?

    I have a Player with platformer behavior with solid behavior too and it can't jump with another Player with solid and platformer behavior above it? Does anyone have any ways to make a platformer-player jump and bring another platformer-player above with it?

  • So, I have 2 sprites with lot of instances on layout (total of 120) and all of them are solids with collision enabled. Since this uses a lot of CPU to check collisions, I was wondering is there a way to disable collisions on instances that are off screen. I've tried something like "Sprite is (not)on screen -> collision disabled" but this diables collisions on all instances, both on screen and off screen.

    Any ideas?

    " Sprite is (not) on screen -> collision disabled " should have worked! and it only includes sprites not on screen.. There might be some events that conflicts with it or maybe you did not include this event below.

    If Sprite is on screen then

    --> Set collision enabled