eli0s's Forum Posts

  • I don't know where is the problem coming from...

    In my PC with an old intel core 2 quad I have the following stats:

    Firefox: 58-60 fps, 0-2% cpu.

    Chrome: The same as above

    IE11: 60-67 fps (!). 4-7% cpu.

    Please mind that I also play the game in a 2660-1440 monitor and it is huge in size (since you have set the game to letterbox scale) and even at this resolution I have no problems.

    Perhaps something is up with your graphics card? Have you installed the latest drivers?

    I read your code and I didn't find any loopholes or something. Everything looks like it won't cause any problems. I think that your event sheet will greatly improve if you use families (include all enemies to one family for example), and some actions could be made calling a function. Also, you could use very small sprites and lessen the download size and since the game's aesthetic is pixel art, it could benefit from point sampling and pixel rounding (at the project settings/parameters). Also, try not to use too many sprites if you can avoid it. You can use the same sprite with an instance variable to check for collisions, also, the life bar system can be replaced with a single tilledBG object. And finally, use actions to create/spawn the enemies, you don't have to use placeholder sprites: See the events 16 and 36 inside the attached capx.

    Cheers

  • Nice game! I wonder where all those CO2 emissions from the explosions go?

    I don't experience any problem at all in my 7 year old PC. The fps are almost always 60 (with occasional drops to 58 or so) and the CPU usage is between 0 and 2 %...

  • Does your screen resolution suffice for displaying the 600px height of your project + the browser's toolbar height?

    A capx file could help us better understand the problem.

  • Perhaps you want the background to move backwards instead of the player moving forwards. That way you will have a smaller layout. Either way, you can use events and actions to drive the forward (or backward) movement and the 8direction behavior to move up/down (or more events and actions). It's pretty easy in fact. See the attached file.

  • You are welcome!

  • You are welcome!

  • Something like this...? Please note that there are 2 events that make the particles fade at a different time. Disable the first one and enable the second one to see the difference.

  • You are welcome (errr, young one)!

  • I still believe that by using a container is more simple to do it, but here you go...

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  • The layout size is just a number. The memory footprint is directly related with the objects that are loaded in each layout. Also, the cpu/gpu strain is being used only by the objects that are on screen or have some motion/opacity/rotation/etc change (and so those properties have to be calculated).

    An empty layout of any size should not have any memory impact at all.

  • That's the best I can come up with. But it's wrong, it lacks inertia on the chain. I don't know how to implement it, perhaps you can think of something.

  • I don't think it is possible. Perhaps use a way to redirect from your main index to your game index?

  • I consider a 1280x720 to be a rather small layout if the game has a camera that scrolls around. Perhaps, as the other 2 members already pointed out, you are referring to the window dimensions...?

  • The easiest way I can think of is by using a container. This will ensure that the Circle object is always linked (picked) with the corresponding Square object.

    For the flashing effect, just use the Flash behavior.

    Of course blackhornets method is also valid!

  • Ok I get what you mean now.

    I've upgraded your capx a bit. I've added an OK btn for imputing the password (no need of pressing Enter in the keyboard), and now the system uses only one SpriteFont for the numbered Btns and another one for the ok/clear Btns (you can merge those categories into one universal Btn if you wish).

    And, finally, there is a mouse cursor change when ever you are hovering on top of a Btn.