konjak's Forum Posts

  • I was worrying Construct Classic games wouldn't work or something on Win8, have you tried them then?

  • HELLO.

    ... Just wondering if anyone knows of a nice and efficient way in Construct to do basically what older consoles would call color replacing (or switching color rows, rather)? Like I want parts of my sprite to change color. I know it's a different kind of hassle with modern tech, but was wondering if anyone's done something like it in Construct.

    Hopefully I don't have to resort to a seperate sprite hovering on top of another.

    Thanks!

  • Any memory or space leak being fixed is a happy day

  • You seem to not have a grasp on creating multiples of the same Sprite through events. YOu can have a single text object and create "instances" of it and they write completely different texts. Also, I'm gonna assume the ships don't animate, which would make it even easier to just have one sprite and then 400 animation frames within it, the animations having a speed of 0, and then you just change the animation frame per ship (or weapon).

    You probably just need to mess around with Construct a lot more to actually learn it. Try smaller projects, or at least prototype experiments.

    Also, Arima, if you've once had event sheets that take MINUTES to open, I probably have no serious memory leak issues to worry about for quite a long while, haha. Nothing I've opened in Construct has taken me longer than a second or two.

  • Ah, thanks. Thought it didn't work at first (using it for sound) but I had to Autoplay from "file".

    How does this plugin handle the memory of this though? If I extract all my samples at start, do I double the memory usage somehow? And if this doesn't add potential more memory "stops" as new sounds load to play it'll be dandy.

    I guess I'm asking if the plugin just references resources differently or if it literally removes data from the resource folder and stores its own copies.

  • Oh? How? I was looking at it briefly earlier and didn't find any particular expressions of use, but it again was briefly.

    I'll mess with it later then if you don't feel like explaining a lot.

  • I just wanted to ask if there really is no way to reference a resource in your project's "Files" folder other than by its numbered index in the list? With me using a function to play sounds for ease of use and communication with external files, I can't ever change the order of the files in the Files folder without the functions playing the incorrect sounds until I put the list back in the old order.

    Basically, if I pick a resource (in any plugin I've tried that accesses them) through "use expression", only a number will work. Writing "gun.wav" (Construct will even convert a choice to a string on its own) will not load the file. Either Construct only remembers the files through index number, or there's a way to write it that wouldn't occur to me?

    If it's impossible I guess I'd either deal with it as I have, or make events that plays the sounds I want regardless of list (though that makes for a lot of events), or maybe someone has a better tip? <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • I don't know if you use images or build the parallax layers with lots of sprites.

    I've used looping images all my dev years and all I do is "set X to ScrollXLeft/2" and such. Super-simple, but only really good for smaller and undynamic textures.

  • Thanks, but I'm still managing so far. A fix would just make me able to rest easier in case it gets out of hand later in development.

  • If this happens as soon as the game STARTS it's not a problem in the actual compiled games, it's like some other issue Construct enocunters. When I get these it's realted to calculations not returning accurate numbers (think dividing by zero), or some odd way of testing collisions between objects without proper referencing.

    That's all I can suggest, but it's not a limit in Construct I am 99% sure.

  • If you want something similar to Sonic 2, that's not Mode 7, it's just animations of backgrounds to give the illusion you're moving at depth and taking turns, that's why it looks so "choppy". There's nothing fancy going on, really, except sprites changing size and Sonic moving on a pivot.

    Just saying all this in case you want to emulate that. The thread you linked seems to explain what was done in words, though?

  • I have the same card and it works fine for me on Windows 7 64.

  • Well I call it every tick. I really wouldn't expect it to be this slow. This is basically the code I did that, if run "every tick", creates a noticable drop in testing FPS:

    Sprite.AddValue('value',500*System.TimeDelta)

    if Sprite.Value('value') >= 270:

    Sprite.AddValue('value',500*System.TimeDelta)

    if Sprite.Value('value') >= 360:

    Sprite.SubValue('value',360)

    It's a variable used for sine motions, if you're wondering why 360, etc. There's only one instance of the sprite being referenced, too.

  • Well, with a defined function for it instead it still runs awful (this is me trying to replace some events, not make effects), but I'm thinking that maybe you can't really test performance of Python in that way in Unlimited? Like it will be far too demanding to reference that code so fast, but in normal speeds it's perfectly fine?

    Hard to explain.

  • Thanks for that!

    Just a question though, is Python not any good at all for every tick? Because this seemingly simple code I tried to make completely devestates my game's FPS in Unlimited. The actual code is 8 lines and dropped 900 FPS to 800, then I copied it to make up 118 lines and it's down to 200.

    Am I just missing something? Thread's a bit derailed I guess!