InvaderX's Forum Posts

  • R0J0hound Well for the large array basically I have tiles onscreen, and when they scroll off-screen, they go to the other side, and update. Update tile is the function that is called that updates their animation frame. In the debugger, it is second to using CPU. First is the water.

    Also, I made it go through the array in quarters, but it seems to get WORSE rather than better.

  • R0J0hound So, in event 3, I changed wait 0.1 to wait 0, and it became that the FPS is 60 but drops to 25 every 2 seconds. Er, what do I do? Thanks!

  • R0J0hound

    Okay so I did this:

    <img src="https://dl.dropboxusercontent.com/u/61808535/Eventsscreen1.png" border="0" />

    and I think it works, but the FPS has dropped to 13-19. Am I doing something wrong? Thanks fr the help!

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  • R0J0hound How would you be able to loop over only part of an array?

  • Well the problem is back, and it doesn't seem to be the OR blocks. I was able to pinpoint the problem to the reading of the large array. Is there any way I can reduce the lag from this? Because every time it goes through the array, the FPS goes from 50 to 18.

  • Okay, it seems to have worked, just some small lag spikes here and there, Thanks!

  • keepee Seems like a good way to replace the OR blocks, i'll try it.

    Also, what i'm trying to do is that if a water tile is next to an empty tile or a certain tile, it'll change it to a water tile. I thought it might be the large array being checked but it could also be the OR blocks, i'll give it a go.

  • Hi! Okay, so I made physics to allow water to flow in my tile digging game. The problem, is it's REALLY laggy. It checks the entire 325x125 array every few seconds, and of course that hurts the performance.

    So, my question is, is there a better way to do it? Is there a way to make it so it doesn't lag?

    This is what I currently have:

    <img src="https://dl.dropboxusercontent.com/u/61808535/scirra.png" border="0" />

    Thanks in advance!

  • Hmm, none of these solutions seem to be working for me.

    I'm trying to do the same thing but on node-webkit

  • Hutto The darker stone ones are the 5, and the array is 125x125x1

  • I thought it'd be more helpful if I included a pic of the weird caves.

    <img src="https://dl.dropboxusercontent.com/u/61808535/jackedupcaves.png" border="0" />

  • Hi! Recently, I've been making a tile world gen, and all is well! But, I've been trying to make underground dragon caves using these events:

    <img src="https://dl.dropboxusercontent.com/u/61808535/dcaveprob.png" border="0" />

    Here's how it works:

    It goes through the Array, and finds all the 2's. Then it checks if the 2's are between a certain range on the Y-Axis. If they are, it picks a random number between 0-100. If it is between 0-2, then it sets a 2 to 5. Then from that 5, it makes a 20x8 cave out of 5's. But that doesn't happen.

    It just sets any random 2's to 5. Can anyone tell me why this is? Thanks!

  • Padraik

    Okay, lets say your Webstorage key name is "Slot1"

    Then when you save that one, also save things like worldname to key "Slot1_Key"

  • I have the same problem, though I disabled Avast and It downloaded fine. BUT, node-webkit wont even run anymore. Is C2 using the latest version of node-webkit?

  • OHHHHHHHHHH, you see I made this auto updater in C2, but everytime it downloaded, the .exe would be missing! Now I know why it never showed up.

    And I didn't have any problems previewing until yesterday..

    Though I hope this gets fixed soon, because I can't properly test my game until then :/