Sam Mortimer's Forum Posts

  • I renamed the sound files to "Britney" and "Spears" and triggered them using a function rather than as a part of the sequence of actions. On of those two things has fixed the problem apparently.

    uh

  • BUT the music works perfectly when I preview the layout by itself. When I go to the layout from a different layout, the music breaks.

  • 01aLoop1 and 01aLoop2 are the broken ones. Like I said, they only play when I put a breakpoint on the action, and that brings up the stack overflow error.

  • Stack issues are usually infinite loops. What do your events look like?

    No loops.

  • Music is supposed to play in my game, but it doesn't. However, if I put a breakpoint on the action that plays the music, the music DOES play when I click 'continue', but I get this popup and the game freezes. What does it mean? What's going on?

  • Sam Mortimer -> there is a set resolution action in Q3D Master.

    Doesn't fix the bug, but it does provide a semi-solution: I've made the game so that when the player sets render quality to low and q3d is being used, construct 2 render quality actually remains high but the q3d master renders at a lower resolution.

    This almost works, except the non-q3d hud elements on top are still rendered high quality. Meh.

  • I need to have parallax enabled in-editor to see where everything lines up with the other layers, but when I paste an object it appears in the absolute position of the mouse within the layout and doesn't consider the parallax, so objects will appear somewhere far off and I'll have to retrieve them and it's just a big fat inconvenience.

    Switching parallax-in-editor off every time I paste, moving things to where I guess they're supposed to be on the layer, then turning it back on, does save me having to hunt down newly-pasted objects, but it still takes bloody ages and a load of guess-work.

    Is there a plugin or something in the settings that will paste objects where I click in the layer with the scroll-rate considered? That would save me a hell of a lot of time and effort. Thanks.

  • > Was there some newly created objects along the way per chance?

    >

    That would be a classic issue.

    What classic issue? Please explain

  • When render quality is set to low but the window itself is larger than the game's original resolution, q3d doesn't render at all!!!

    Please help, I want to use q3d in my game but I can't because I want to provide the option to run the game at a lower resolution. Otherwise, people with shitty computers won't be able to play it.

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  • thanks lovely people

  • Really helpful! Thanks again

  • Thanks for responding! I expect you're right. If that's true and if I have an absolute crapload of "every"s, then the computer's got quite a lot of sums to work out every tick... So I wonder if that's any better than just checking all my conditions every tick instead. Ugh.

    Anyone know for certain?

  • I've been adding 'every 1/5' or 'every 1/10' etc. to conditions that need to be updated constantly but not necessarily every single tick, in the hopes that it will improve performance by giving the computer fewer things to think about at once.

    However, could it actually be harming performance because it requires lots of timers to be kept track of?

  • The manual says to use render cells on large layers with many static objects, which I have except there are a few moving objects on it too. Should I still use render cells or will that cause some problems?

  • I'm pretty sure C2 has image deduplication. They might have seperate sprites but when you export the engine will know to use the same image for both.

    awesome