3030's Forum Posts

    • Make a global variable like "WaitDelay".
    • Make new global parent action (that all layouts use) If WaitDelay > 0 // Every 1 Seconds // Subtract 1 from WaitDelay
    • Make your event trigger if WaitDelay = 0 & other conditions met..
    • When you want to trigger your Wait, just set WaitDelay to 5 or however many seconds you want to wait..

    I think... im just running this through my head / how i would do it.

    What do i know... Maybe that helps. If not, sorry

  • You can even copy/paste events from one window to another, assuming the same variables, objects, etc being referenced exist in both projects. Its super handy for restoring a broken mess from experimenting with your old working version.

    As a super helpful tip, i ALWAYS (now) change the theme of the 'temporary' or 'reference' project to something dark / drastically different to my main 'WORKING' code... especially in the case of referencing between 2 versions of the same code, you dont want to get mixed up and start adding new features to your old version. Having a visual theme is the easiest way to identify which one is which since all the other stuff is almost identical. I learned this the hard way.

  • yeah, on desktop its not really an issue. Mobile / Wii U is out of the question though. I donno how much the rotation had a factor in that. Dev kits back with Nintendo now anyway and wasnt much i could do since it required the rotation at its core

  • Rotating objects frequently (rotate behavior or setting angle every tick) is one that doesn't show up in that list, but it can really slow things down, especially if you are rotating large objects.

    so Nate goes and makes a game where almost *every* object constantly rotates...

  • On steam there's a place to add flags for launch time (in your steamworks dashboard) i cant really give more detail than that cuz the nda, but search for Launch Options in the docs and you'll see a place / how to add!

  • > AlexFrancois what makes you think webGL doesn't work on OSX? In all my testing it works fine, as it should.

    >

    From my understanding webGL support was only added in os 10.10, I'm testing on 10.7 and no effects are rendered.

    I am using a mac for my primary testing environment and can confirm pretty much all webgl effects have been working for me over 2 years now.

  • are you 'cropping' the images in construct? that will add a 1px border around the edge. Also if you are sizing your image up or down in construct there will definitely be a change in the edge as it is basically resampling the image so the edges will get blurred / distorted from your original image. make sure the image you export from illustrator is the size you're going to use in your game. if you need things to butt up next to eachother, make sure the images are the set size before you bring them in.

  • when you say "background tile" do you mean tiling backgrounds? or are you loading them as sprites? can you upload the PNG file you're using, or give a link to it via dropbox or even email it to me at and I can look at it for you?

    I can use background tiles without any issue. What are you editing the original source image(s) in?

  • If this is a wishlist, I would love to add the ability to specify a checkmark next to the builds you actually want. I might just want to test an exported windows build but im assuming there's an extra delay for getting the mac/linux versions as well.... Would help to have a way to specify the platform on export time. <3

    Also love #2 above having 300mb of music and images makes for long builds.

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  • Oh no problem at all, sorry if I came across as rude, not my intention. Really appreciate you helping out

    As for your email reply from Scirra - I can't see how it's an engine optimization issue. If it only happens in NW on certain OS's, and it works fine in Windows consistently, it must be a NW issue? Or am I misunderstanding?

    yeah it could very well have been that our issues were unrelated. I think when i was getting a red bar, it might have been on all OS' -- it's been a while & i cant recall. If you want to rule a system issue out you can always send me that stripped down capx you made and I can try building it on my end. I tried that with Andre Chagas Silva for Dreaming Sarah and it worked on my machine so he knew it was something specific to his setup and a reinstall fixed it all up. Sorry i cant help any more, but Ill help however I can!

  • there *are* unfixable issues with medium quality, hence I'm using high quality.

    my bad dude, was just trying to give my feedback / experience.

  • I actually had some weird issues with memory increases / game crashing after a while while running. I (think/hope) i solved them primarily just by making sure of a few things. Sorry if this is n00b stuff, but I am still teaching myself this shit, so maybe it helps someone else, if not you specifically

    1) Any of my 'counter' variables either global or instance variables would always stop at a certain amount. So if i had a 'cooldown' or something I'd make sure it only subtracts until it hit 0, then it just stays at 0. Instead of subtracting 1 every second infinitely.

    2) Make sure sprites leaving the layout are destroyed or at least 'held' in place instead of infinitely travelling off screen. When i first started there was a lot of out of sight = out of mind... it wasnt until i saw sprites with positions of -1777477x by -28838884y that i realized maybe those were adding to the problem

    Honestly after a session of cleaning all that stuff up I solved pretty much everyones complaints about crashes / high memory use over time.

    I have lots of music in Cosmochoria too... About 30+ tracks & doesnt seem to be a huge issue ATM.

  • sqiddster

    This is a response I got from Julien Scirra via email when setting downscaling to Medium fixed my red loading bar (was set to High originally):

    [quote:1yw2yi2m]

    We have indeed had users having issues recently with this new property that was added not that long ago.

    You can read a bit more about it and its impact in this manual article.

    It all comes down to memory usage, and thus should make sense as why it could prevent the game from loading in the first place.

    If you feel that your project should still be able to load and execute despite those case, we may investigate it and optimize our engine further.

    Here's the manual entry he's referring to:

    https://www.scirra.com/manual/183/memory-usage

    Specifically:

    [quote:1yw2yi2m]

    When exporting, Construct 2 runs several optimisations including spritesheeting to save memory. Setting the Downscaling project property to 'High quality' forces spritesheeting to pad out all sprites to power-of-two sizes, negating the memory saving of spritesheets. This can significantly add to the memory requirement of your project. Since 'High quality' mode exists only to address two relatively minor rendering issues (edge fringing on sprites, or altered quality on the last animation frame), it should not be used unless one of these rendering issues has been specifically observed and the issue is resolved by choosing this option. Otherwise your project will be paying a very high price in memory usage for no reason.

    tl;dr -- high quality should ONLY be used if you see unfixable issues with medium quality.

  • OK so I've put together a build that's basically just Airscape's objects without any events, layouts, families, etc. tried it on a mac and it red-bars literally every time. So at least we have a repro.

    Reckon you could point me towards a good place to put that so the NW people can get on it? Are they OK with getting C2 projects?

    sorry if this was asked, but are you using the 'High Quality' graphics setting in the project settings? Does it work if you switch it to Medium?

  • ur spawning them on layer 0. im assuming that's wrong cuz everything else is spawning on layer 3. You should use names.