Konidias's Forum Posts

  • Okay well I solved the lagging when creating certain objects by just putting them in a new layout and setting them to global objects. (a trick I read on the forums)

    Two more questions:

    1. is there any way to display how much memory is being used?

    2. is there any special way to get a game to resize to fit inside the window of a tablet/phone that takes into account the address bars? I designed my game for i-pad resolution but the address bar doesn't go away, so the game is sizing up to the width of the screen but not the height... meaning the game window is being cut off which leads to the page scrolling when you drag up/down on the screen.

    Also is there a way to keep focus on the game even if the page can be scrolled? It's a big issue when touch controls don't work because every swipe is moving the screen around

  • Okay so I've read the performance tips page a dozen times, I've tried optimizing everything to the best of my ability.

    I'd like to know if anyone has any tricks/tips that aren't listed or are harder to track down.

    What are some big performance hitters? Should I worry more about graphics file size or resolution? Should I worry more about the code? What about nested loops, is that a huge deal with maybe a dozen objects?

    Also my game seems to be locking up for a second or two when creating some of the heavier objects at runtime... Is there a way I can avoid this happening? Like can I preload the objects somehow?

    Right now I have some objects that are destroyed at the start of the layout, and later on I create them again... but when I create them my framerate drops to 0 for a second and then the game plays as normal. But after that they can be created over and over without any issue. Are the objects not loaded into memory if they are destroyed at start? Maybe I should create them at runtime and destroy them after? Would that keep them in memory when I create them again later?

    Oh and one other question... I have rather large backgrounds (roughly 1200x800. Should I bother chopping these up into multiple images? I think I attempted to do this a while back with little to no change in framerate. It also seems that breaking up the image actually increases the overall file size... So what is the answer?

    Thanks in advance. I really enjoy using Construct 2. :)

    edit: oh forgot to mention I'm trying to target mobile iPad/iPhone/other mobile devices

  • The editor is vastly, vastly improved over MMF. No need for spread values, no limits on the naming/number of variables, has sub events, behaviors that are actually maintained and work, event sheet includes, more options for picking objects, the list goes on and on.

    Yeah I've been working with C2 a bit and I definitely love sub-events and the way that variables are set up. Much easier to do things this way. Also love the object selection options.

    2 has exe export, there's currently a performance problem in the current version on some machines, but it's being worked on and has been significantly improved in the next version which should be out within a week.

    I hope this turns out well... I was reading a thread where someone mentioned the cold start up is really slow though.. Hopefully that can be fixed?

    ata is stored with webstorage, you can use arrays, JSON strings, hash tables, whatever you like.

    So that means no offline storage? I'd love if it I could just include a level pack in the exe so players wouldn't have to be online just to load a level.

    2 is 2d, but there have been some attempts at 3d plugins in the plugins forum, but performance wasn't too good when I tried them.

    Is that a problem with C2 or is that a problem with HTML5? I've seen some pretty impressive 3D demos done in HTML5. Would it be ridiculous to assume I could get a few dozen 3D meshes animating with textures on screen without it killing performance? There is one game I wanted to make that would probably require me to have 3D meshes... but not to the extent of needing a full 3D environment or anything. Just some low poly meshes with textures/animations. Can even be baked in lighting.

    Thanks for the response!

    Despite the fact Construct 2 has a HTML5 based engine, it actually has some fairly decent tools for working with data client-side. See Using project files in Construct 2. If you know how to set up a server you can also use the AJAX object to send and receive stuff to your server.

    Okay so I set up my level editor using an array that loads via AsJSON. Does that mean I could just save out the json files and add them into the project to include them as levels so I can avoid the player having to download levels and have an internet connection? That would be fantastic.

    've no idea where you read HTML5 is insecure - have you got any links? I am confident it is perfectly secure, and modern browsers have a pretty good security record too, and issue updates rapidly if any problems are found.

    I don't remember exactly where I read it... but basically someone was saying that since it's javascript, you could easily read it or basically take the code and modify it easily to change the game and make it your own. Or in a situation where you create a really awesome gameplay feature, someone else could just read the code and implement that feature into their game without having to go through the trouble of figuring out how to do it on their own. Stuff like that I guess. I mean, I understand that no game is really secure but I'd prefer if people couldn't just copy/paste my game code and modify some stuff and claim it as their own game without much effort.

    onstruct 2 automatically generates spritesheets on export. There are also tools to import sprite sheets in to the Construct 2 editor.

    Ah yeah, I actually meant importing sprite sheets... Is there some possible way of setting a sprite sheet as a project file and then being able to just update the sprite sheet externally and it would update inside Construct 2? I have a game that would require some rather large sprite sheets and it's much easier to modify them externally, but would be a pain if I have to update every animation/frame manually.

    ope that helps answer some of your concerns!

    Definitely. Thanks for being so helpful. :)

  • Hello everyone, I'm new to the forums and to Construct, and I'm curious as to what sort of limitations/restrictions I can expect out of Construct 2 and HTML5.

    I've mainly been using other middleware. I'm experienced with Multimedia Fusion 2 and I'm curious as to what the upsides and downside are when switching over from that.

    Also I would really like to release my game as an executable, and I'm wondering how difficult that would be since Construct 2 mainly builds to HTML5. So if anyone could share their knowledge of the program or anything, that would be great.

    My main concern is how to store data (such as levels in an array, or player save info). Would I need to store this on a server or can I just do that locally? I also have read that HTML5 is really insecure. Should I be concerned about this? My aim is to create a game that I can release as an online demo (via flash or html5) and allow people to buy the full version of the game for download.

    So... drawbacks? Positives? Negatives? What about exporting sprite sheets? How difficult is that with Construct? Has anyone implemented any 3D meshes into Construct?

    Sorry for asking so many questions here, but I find that the forum search fails to really give me any results that I want. (or results at all)

    Thanks!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • What's up with this twitter? why not facebook for example?

    Facebook doesn't allow contests where you are advertising/liking something to win a prize.

  • Okay thanks for clearing that up... but I'm still confused as to what is being set up here:

    every tick:

    sprite1: set z2 to self.z

    sprite2: set z2 to self.z

    What are these?

  • *bump* anyone able to help? :V

  • Are "sprite1" and "sprite2" conditions? If so, how would I do that?

    I assumed that a family variable is just a shared variable among all objects... so it would just be updating that shared variable a bunch of times until it's the last object's z variable.

  • Looking at your example... duh it's so simple! I didn't realize you could do "sub-events" by right clicking the event and adding them in. Just my third day using the program. Haha... I was trying to just drag the other ForEach event under the first ForEach event and it was just putting them together as one event.

    Thanks!

  • So I have 2 objects with a lot of instances of each on screen. They all have a "z" variable which determines what order they should be in. So my problem is... how do I get them to sort by this variable?

    If it were just one object you could do a ForEach (ordered) but it's multiple objects, so it needs to order them both and not just one at a time.

    I tried to group the 2 objects in a family and then ForEach (ordered) using that family, but the problem is that I can't check the instance's z variable anymore since I'm referencing the family and not the individual objects.

    Is this possible without any add-ons?

  • Nevermind, found it. :)

  • Hrmmm can't load it, says my version of Construct isn't new enough. Where do you get 104? I'm on 103.2, I'm using whatever was installed when I bought the software.

  • How would I do this?

    For example, I have 10 instances of object A and 10 instances of object B. Both objects have the variable "Test" that changes frequently.

    How could I look through all 10 objectA.Test variables and compare them to all 10 objectB.Test variables to find a match?

    I was thinking nested ForEach loops but I'm new to Construct so I'm not exactly sure if that's possible or how to set that up.

    Thanks!