foolberry's Forum Posts

  • I've been using C2 for a few weeks now, trying to get a feel for if I could use it to make hobby games in my spare time.

    I've always found it fairly slow and jerky on my slightly old laptop. But now my test game has slowed down to unplayable.

    I'm an experienced game developer so I'm confident that I'm not making any obvious mistakes and that my data is all tidy etc.

    So the question is - what are the performance gotchas. Is it the number of sprites, size of sprites, number/complexity of physics objects, number of layers, event sheets, collision types, paralax scrolling.

    Of course the answer is that it's all of these things but are there any that are a particular problem, that maybe you wouldn't think of.

    What would be cool is some sort of profiler - but I imagine that's a way away, even if possible at all.

  • You don't need the system-every tick in the first block - because it will check every tick anyway.

    And you don't need the "for each gooBlobs" in the subsequence blocks because it will be checking each one anyway. Unless you are attempting to do something more complex than I think you are.

    Try removing those. See if that works.

  • Are there likely to be any compatibility problems in transitioning a project from c95 to c102?

  • Got it. Thanks.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ah thanks, this is what I thought. But I can't find how to do it.

  • I want to have multiple levels on different layouts.

    How do I do this but still preserve non-default properties of sprites. For example I create a player object, adjust say it's max Speed. Then when I import it into a new layout it has the default max speed.

    Is there any way to import the object from the original layout.

    Thanks

  • If you have different levels on different layouts, then if you drag an object into the layout from the projects tab - eg. the player object, or a collision sprite - then it resets all the behaviour properties to the defaults.

    This is really annoying - is there any way to stop it doing that. So for example if I wanted to set the player's max Speed to a new value, I don't want to have to go into every layout in that game and change that.

  • Even with a minimal level - one player sprite, simple platform - nothing else at all, I still get very uneven and jerky sprite movement.

    Is because I'm on a fairly low-powered laptop, or is this a common problem on more powerful machines too.

  • Would it be possible, do you think, in future releases to have a tile compiler of some sort.

    I've only just started using C2 so forgive me if this is already in there. But I do have a lot of experience of tile based systems from working on GBA games.

    Currently C2 is good at large areas made out of repeating tiles. What it doesn't seem to be able to do is to cope with a level made out of a small tileset like the one in tiles.png in the Jungle Platformer example - which I think is 64*64 tiles. I could make a huge and very varied image out of that which could then be stored in memory as the tileset and a map referencing it. Do we have that? Could we have that? It is the best way to make 2D games of this sort.

  • First post, so excuse any inanities, frequently asked stuff, etc.. I have searched around but haven't found answers to this.

    I'm making a facebook app and would like to take advantage of the hosting on heroku - since it's well integrated with FB and free at least at first.

    But I can't work out how to do it - seems to require you to register with one of either ruby, PHP etc.

    I don't know which of those to accept and I don't understand where the Construct 2 export interfaces. Do you need to write a container for the html5? Does anyone know how to do that.

    Thanks in advance.