JGblkshot's Forum Posts

  • Good day!

    I've been using Tilemap a lot more on my projects lately... and now I've been leaving myself wondering. What might be more efficient for the CPU, or easier to work with.

    Using the Tilemap, or using Tiled Backgrounds and Sprite Objects for making platformer levels.

    I ask this due to how ridiculously complex some of the levels in one of my projects are. I'll go ahead and show some concept art of the levels I've made in the replies below. And as a context... they're almost entirely made by using Sprites and Tiled Backgrounds.

    I've been wondering... what might be more efficient for not only CPU-usage... but also small stuff like Projectile collisions, or destructible terrain, or UI programming... that sort of thing. It definitely leaves some food for thought.

  • That is... actually really absurd. I was actually hoping there would be as much freedom with program preferences like there was in Construct 1 and 2.

  • well this aged like milk

    I um... I'm still asking.

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  • Ah. Probably should have pointed that out. I meant in the Construct 3 editor.

  • I'm still relatively new to Construct 3... I was wondering if there's a setting that can allow me to turn off icons in the projects tab and event sheets. Since that's a setting I would default to in Construct 2... what with how easier on the eyes it is and how memory-saving it can be at times

  • Since I'm working with Construct 3 now, there's a very good chance I'll likely become active again... I really do appreciate all the help thus far.

  • ...unbelievable.

    So... opening the unedited CAPX file in Construct 3, and saving it as a c3p file was good. And... huh.

    So all it took was just converting the file again. We didn't even need to delete any coding in Visual Studio.

    I need to take a lap... I am in awe.

  • Ashley I'm actually currently using the latest release of C3.

    dop2000 Alright, I'll do just that and update you on what happens next.

    I really appreciate the help by the way.

  • I spoke too soon. I seriously spoke too soon.

    Like, I go and open the "Player Events" sheet for a few moments... all seems good... go to do some level design... and then I open the player sheet again and all of a sudden... this happens.

  • (A continuation of the previous project)

    construct.net/en/forum/construct-3/how-do-i-8/failed-open-projecterror-165699

    After removing the event block in my project file as told, I went and converted the project into a c3p file and went to work immediately. As I opened one of the event sheets, this error immediately pops up out of nowhere.

    More info about what's happened below... and I'll also be uploading a download of the c3p file... but as a result I can't do any coding to this event sheet. I'm very worried if I might end up being forced to delete everything, resulting in hundreds of hours of coding being lost to this setback.

    studentsfscj-my.sharepoint.com/:u:/g/personal/s3716266_students_fscj_edu/EdyoGhfXAW5FqAy1aUVZJJwBxFG3ka50bV2yUlPp9zCcnw

    Error report information

    Type: unhandled rejection

    Reason: Error: Cannot read properties of null (reading 'H') TypeError: Cannot read properties of null (reading 'H') at d.H (https://editor.construct.net/r268/components/editors/eventSheetView/eventSheetView.js:153:326) at window.O3a.H (https://editor.construct.net/r268/components/editors/eventSheetView/eventSheetView.js:14:117) at window.O3a.da (https://editor.construct.net/r268/components/editors/eventSheetView/eventSheetView.js:101:423) at new window.O3a (https://editor.construct.net/r268/components/editors/eventSheetView/eventSheetView.js:101:268) at Function.ya.j (https://editor.construct.net/r268/main.js:931:44) at d.Pi (https://editor.construct.net/r268/projectResources.js:1247:4) at Object.ND (https://editor.construct.net/r268/projectResources.js:1207:29) at Kca (https://editor.construct.net/r268/main.js:215:293) at Ica (https://editor.construct.net/r268/main.js:215:68)

    Stack: TypeError: Cannot read properties of null (reading 'H') at d.H (https://editor.construct.net/r268/components/editors/eventSheetView/eventSheetView.js:153:326) at window.O3a.H (https://editor.construct.net/r268/components/editors/eventSheetView/eventSheetView.js:14:117) at window.O3a.da (https://editor.construct.net/r268/components/editors/eventSheetView/eventSheetView.js:101:423) at new window.O3a (https://editor.construct.net/r268/components/editors/eventSheetView/eventSheetView.js:101:268) at Function.ya.j (https://editor.construct.net/r268/main.js:931:44) at d.Pi (https://editor.construct.net/r268/projectResources.js:1247:4) at Object.ND (https://editor.construct.net/r268/projectResources.js:1207:29) at Kca (https://editor.construct.net/r268/main.js:215:293) at Ica (https://editor.construct.net/r268/main.js:215:68)

    Construct 3 version: r268

    URL: editor.construct.net

    Date: Wed Dec 08 2021 15:32:56 GMT-0500 (Eastern Standard Time)

    Uptime: 1925.6 s

    Platform information

    Browser: Edge

    Browser version: 96.0.1054.43

    Browser engine: Chromium

    Context: webapp

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 1.5

    Logical CPU cores: 4

    Approx. device memory: 4 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/96.0.4664.55 Safari/537.36 Edg/96.0.1054.43

    C3 release: r268 (stable)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (Intel)

    Renderer: ANGLE (Intel, Intel(R) UHD Graphics 615 Direct3D11 vs_5_0 ps_5_0, D3D11-27.20.100.8681)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • UPDATE: Alright, it's worked flawlessly. I don't regret getting the upgrade.

    Thanks for all the help, I would have lost 8+ months' worth of work if not for the advice. Now it's about time I get back to work.

  • Alright, thanks for all the help nonetheless. I guess this is the part where I upgrade now.