Prominent's Forum Posts

  • > Does it return true if you are touching a ceiling and no wall to right or left?

    >

    No. Obviously that would defeat the purpose of the condition.

    Alright, well I wasn't the only one confused by the wording- I guess it is my fault for not realizing that the 'is by wall' condition has a left/right option.

  • Prominent - I don't understand what you're upset about - previously, you could be standing by a wall, and "Is by wall" was false if you happened to also have a ceiling above your head. We fixed it so it's true again, as some other users noticed and insisted ought to be the case (and I agree). There is a backwards-compatibility risk which I carefully considered and was worried about, but I think you have to admit it makes more sense this way. Do you disagree? Should "Is by wall" still be false if you are by a wall, but happen to have a ceiling above you?

    Does it return true if you are touching a ceiling and no wall to right or left? Because the way you word it in the update is that it would do this. If it does, then that seems bad to me.

    "Platform behavior: 'Is by wall' is now true if the player has an obstacle directly above them"

    -That wording fails to make clear if you are next to a wall while under an obstacle. It just says if you are under.

  • megatronx , Hi, sorry I've been away from Construct for a few months so I haven't seen your post until now..

    It has been a while since I touched the plugin. I think relative pinning pins the object relative to the current offset (it keeps the x,y distances) ..I haven't double checked that though.

    That is also a good suggestion for being able to reposition the pin! I'll look into adding that when I get some time. I'm slowly getting back into C2 dev stuff.

  • Issues like the jank and other oddities are really annoying- especially when Scirra pins the blame on the user's fault.

    Also, did you people see how they did this in the latest c2 beta: "Platform behavior: 'Is by wall' is now true if the player has an obstacle directly above them"

    edit: nevermind- I forgot that it has an option for left/right wall.

  • (self.x<0?-xsize:xsize)

  • I thought so too, but construct runs through each tile, left to right then top to bottom. Whenever the tile changes as it cycles through them, it has to do another drawcall.

    So if you have two types of tiles and just keep alternating them like a checkerboard, it would create a new drawcall for each tile in the map!

    And if you use multiple tilesets that are layered, you get even more drawcalls.

    Animating them will slow it down even more. I've animated them in the past.

    I wish scirra would optimize the tilemaps more and add more options/features for them.

  • Whenever you change a tile, I think the whole tileset has to rebuild its collision polygons. So it might end up being much slower if you are animating the tileset.

    Also, when you use a tileset, it increases the number of draw calls. When it draws the tileset, it has to change draw calls per tile type. So a tilemap with a lot of variety will take longer to process/draw. Also if you use multiple tilemaps it will add more draw calls.

    Tilemaps are better suited for simple repetitive tiles that don't need to change. It sounds like sprites would be your better choice.

    It'd be nice if tilemaps were more optimized and had more features, etc..

  • 1. a single image will be quicker than having it split up, because everytime a tile is changed, the renderer has to make another draw call..

    here's a quote:

    "It is not appropriate to use the Tilemap object to display large images. The tilemap object draws tile-by-tile, but can optimise if there are areas of the same tile. This is described in the blog post Tilemap tidbits. If you paste a large image in to the Tilemap object, and then stamp a grid of tiles to display the large image, every tile is different. Therefore no optimisation is possible, and a draw call must be issued for each tile. If the image needs a 10x10 grid of tiles to display, then it will need to issue 100 draw calls. A single sprite or Tiled Background, by comparison, takes a single draw call each. Therefore this type of use of the Tilemap object can be hundreds of times less efficient than using another object. The Tilemap object should only be used for tile based games, where a single tile is a useful level design block by itself, rather than part of a larger image."

    2. same issue- if you have multiple tilemaps layered over each other, that hadds to the number of draw calls- so it will slow the game down.

    pretty unfortunate, I know.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I haven't. I don't plan to anytime soon. I'm going to let c3 become more stable before even considering it. Also it doesn't offer me anything I would use over existing features of c2.

    I'm planning to try Fusion 3, since that will probably be available before c3's new runtime, and I'll be interested to see how it compares. I tried the new gamemaker, but did not enjoy the workflow. I tried godot, but did not like it either. So i'm eyeing Fusion3 for now.

  • Check your global objects, and global layers.. if you have global objects and global layers, it might be duplicating them.

  • you'll have to check each object and family one by one.

  • Is it just me or does it seem like Scirra is a proponent of not optimizing a lot of stuff requested by users, stating it won't make much difference, and then also uses the counter argument in other cases, stating that they can't do it because it would be less optimized (and they conveniently don't provide numbers in this case).

    am I crazy?

  • tonypond , I can't open it since I don't have those plugins installed. But based on the gif, it looks like you are pinning objects to other objects that are also pinned. When you pin an object to another pinned object, you get a delay in the movement- This is a known limitation of how construct2 manages instances. The way to solve it is to only pin your objects to other objects that aren't pinned.

    Another possibility is that you're pinning to an object that is using a behavior that causes delays.

  • yeah, I can't play any games with audio on my windows laptop.

  • You do not have permission to view this post