ome6a1717's Forum Posts

  • It won't mirror properly if you use pin. Instead, on the sprite you're pinning to, create another image point on the sprite called "weapon", and then every tick set the position of your weapon sprite to Player.ImagePointX("Weapon") & Player.ImagePointY("Weapon"). Then, once you mirror the both sprites, they should mirror properly.

  • 174 is quite a lot for html. Most modern computers can easily handle this as most video cards have gigabytes worth of memory available, but upon loading into the game, you'll get a bit of a stutter. I ran into an issue similar to this on Viktor where if I had music playing over layouts, loading a new layout over ~170mb would actually "stretch" the audio and you would hear this obnoxiously loud sine wave until the next layout was loaded properly and the music could continue. For me, I try to stay under 150 mb on average if possible.

  • TiAm - when you export via node-webkit, it creates 6 (I think?) folders. Linux32, 64, OSX 32, 64, and WIN32, 64. Basically I'm taking the updated files from Ashley and copying them and replacing them over the WIN32 folder from my export and running that. So when it works, it's not actually working from a preview mode in Construct, but it's working from the actually exported nw.exe file. Hopefully that makes a bit more sense?

  • Ashley - Ok, phew! Thanks, Ashley!

  • - well that's just not good lol. It's a little late to fix that now...heaps would only be a max of 10 or so.

  • Tokinsom - Thanks for the response!

    re: 3, my layouts are around 50,000 x 20,000 with over 4,000 objects in the layout. I feel like that's a lot, especially for an HTML game. Is it not?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • zenox98 - It's just a personal preference. Nothing is as quick as keyboard shortcuts

  • Maybe I don't know how, but it would be amazing if there were a keyboard shortcut to move a selected sprite back or forward in the Z axis. As far as I know, there is only a "move to BOTTOM or TOP".

  • Hi All,

    I've been reading up on the Render Cell feature that has just been added, and I have a couple questions I'm not quite sure how to answer:

    1. I have a few thousand objects per layout - most of which are static. However, instead of creating 10 sprites for each individual object, I usually create 1 sprite and add 10 frames to a single animation and turn the speed to 0. Will this negate the effect of the Render Cells?

    2. Some of my static objects have minor angle sine behaviors (nothing that would take it out of a cell, I wouldn't think). Will sprites with behaviors like that be problematic?

    3. By turning it on in my most "static object" layers, I still don't see any difference in CPU. Does that mean they were never really an issue to begin with? Or am I missing something?

  • TiAm - I'm saying it works with neither preview or export, but if I export and then replace the files in the exported win32 folder, it runs fine (meaning somehow it's not loading the correct version of node-webkit on preview).

  • This doesn't exactly seem to be working for me. I replaced the files in BOTH 32 and 64, but it still seems janky. However, when I export it and replace the files in the export 32 folder, it plays fine. I'm wondering if I have it set to always use 64 bit node webkit. Is there a way to change this to make sure it's loading the 32 bit? I even tried placing the 32 bit in the 64 bit folder...

  • marcel1980 - it's not ideal, but the best way I could figure out was to increase the collision size to make sure it would overlap. I just made the bullet longer (not the image, though, just the collision box)

  • What I usually do is just set a variable on a sprite, set time scale 0 and object time scale to 1 and then count that number down 1 every tick. I then do a check if the variable is less or equal to 0, then you can call whatever you would after your "wait" command. It's kind a of a pain, but the only way I've figured it out to work.

  • Beaverlicious - seems that way. Although one thing to note about construct (might be html, not sure) is that when you create more objects that take up memory, destroying them does nothing to your memory pool until you leave the layout. So if you base everything on a single level, everything you have contained in the level AS WELL as everything you create will be permanently added to the memory pool.

  • Ashley - I know for a fact is was before collision cells were added, so I'm sure that'll help immensely.

    Colludium - I didn't think it did either, but just wanted to be sure.

    C-7 - thanks - that's really good to know, actually!