ome6a1717's Forum Posts

  • Ashley - question; if I use a project folder, in order to save up a version, does it have to resave every file or will it only save the caproj?

  • Not sure if anyone else has this issue, but when implementing sound fx, sometimes I decide I don't like it or need to tweak it outside of construct 2. Sometimes multiple times :) It would be helpful to have an "update audio" in the music/sound folders (or even a replace command?).

    Again - could just be me!

  • tulamide - I'm following that exactly. I'm even giving the splash screen FIVE seconds to catch up. I have every single text object on said splash screen and moved it outside the canvas.

    Basically what I'm doing is going to the splash screen for 4-5 seconds, then going to the "ui" screen (a layout of all UI & menu objects set to global so I can keep these for each level) which has 1 event that goes straight to the main titles and sets the ui layers invisible. Upon starting a level, the ONLY thing that happens is the layer is set visible - the text was technically on the screen the whole time.

    On top of all of this, I have an event on the splashscreen that sets the font of all text objects to my css file.

  • Bump - any word on this? I'm half tempted to just try spritefonts, but I'd really like to use standard text (assuming it takes way less processing/ram?)

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  • Sorry, slightly OT-

    tulamide - if we're using node-WebKit, can we put music in the sounds folder?

  • I'm using an incredible amount - probably around 400 objects (mostly instances of the same objects) or so per layout, maybe 20 on-screen at a time. I have read the performance tips and followed them very closly. This is unfortunately a webgl/canvas2d flaw more than coding or game design.

    And yes, for an object or two I am using sine.

    I'll be releasing the demo shortly.

    This still doesn't explain why I'm having this issue with webfonts.

  • I had this problem too. What I did was make the bullets around 150 pix long (not the image, but the canvas). So far it seems to have worked even though the image is larger.

  • ghost - I can't afford more sprites on screen, the performance is already terrible using canvas2d. Do the UI elements on the splash screen need to be the EXACT instances in the ui?

  • sqiddster - same. Do you have any code that affects the objects? I have a couple for some objects, and I've tried cutting them and repasting them. I haven't tested extensively but so far I haven't encountered the issue yet. I thought maybe it was time-based too, so I left the game on for 15 minutes or so but still to no avail.

  • I'm trying to pre-load a web font using a stylesheet. It works, but I get a delay when its trying to set the webfont (which is strange since it's loaded INTO the game...).

    Anyway, I've made a splash screen and put my UI text elements off-screen and set "on start of layout" set web font to stylesheet for each text object. The problem is, when I go to the screen that has the actual UI, it still has a delay loading the web font.

    What am I doing wrong here?

  • sqiddster - I'm so glad I'm not the only one having this issue!!

    Eliyahna - the thing is that it's completely random and I'm almost sure it's unrelated to a code error. Each time it happened, something different was affected. Once I release the demo, if there are still issues I might just have to recreate the whole project by copy/pasting everything. Not fun.

  • eli0s - how do no one else reply with this?! Thanks, eli0s.

  • Eliyahna - this is what I'm afraid of. Stupid question; if I were to cut every part of the code and re-paste it into itself, do you think it would fix the issue? I'm getting close to being able to put the demo online, so at the very least I can have you guys play test it.

    In the very worst case scenario, will I need to start a new project and copy/paste everything from the corrupt project to the new one?

  • Eliyahna - would you see the rewritten code, though? As in something I can find if I were to sift through my code again? I'll have to check, but that still doesn't explain things disappearing that don't even have codes to them.

  • LittleStain - The capx is too large, but I will be releasing a demo hopefully within a few days here.

    - They set themselves invisible. I know this because a couple of the objects are enemies that shoot other objects based on image points, and the enemies are still shooting objects at the correct location while being invisible (and also take damage).

    Paradox - Also, if this were the case, it would be happening everytime.

    Thanks for the responses guys - I'm incredibly confused. Half the time I test my game everything is fine and dandy.