sqiddster's Forum Posts

  • I can confirm that the only luck I've had is with 10.5.

  • If you are willing to give programming a try, I'd highly suggest moving to Unity.

    IMO HTML5 isn't ready for large scale commercial projects yet. It most likely will be in the future, but how far away is that? I certainly don't know, and as it stands working with HTML5 is a big gamble.

  • In terms of save game state, are we totally screwed, or is there a *potential* workaround sometime in the future?

  • depends on the machine, when a decent GPU is in play I don't notice many micro-stutters.

  • NW 10.5

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  • laypax zenox98 Yep, sorry, just updated the link.

  • It may very well be that your game is out of the scope of Construct 2. 7000 images is a LOT for this engine. I've been struggling with preview times recently and I have maybe ~750 images.

    If most of your images are small, and all part of long animations, you may fare better on export as they will be packed into spritesheets. This doesn't help with the preview issue, however.

    I believe Aurel did something like you mentioned, having multiple project files which you combine from time to time.

    Ultimately HTML5 with its automated loading/unloading may not be the best choice for a project like this - some fine grained control over what's loaded/unloaded could go very far.

  • 6000

    Elliott yeah, I'm glad performance was good at least. That's probably one of our more negative reviews, most people were a little bit nicer

  • HuaHero I worked for about 3.5 years from the first prototype (Not full time, I had school for most of it).

    Sorry, there's no development blog.

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  • All right, I got it to work with two booleans (one set at edit-time) but it's still dodgy and has a few problems.

    The main problem is that I can't set the boolean dynamically, because presumably 'recreate initial objects' collects the object state before any events have even been run. It's important that they are set dynamically because I do not want to have to manually set this flag for every single object that's pinned/exempt.

    An ideal solution for all of this would be to have an action to 'freeze' or 'unfreeze' an object, and have it go into zero-CPU mode. I noticed Ashley looked into this in another thread but it seems like it was abandoned in favour of the 'recreate initial objects' action.

  • Eisenhans the layout has about 2000 objects. 'engine' CPU usage is about 30% with that many objects. You're correct, it's not a rendering issue, and render cells are on.

    AllanR Good point however I also want to be able to make some objects exempt even if they might not be pinned to anything. And yeah, you're probably right, it's not too much to worry about probably.

  • AllanR good idea, I thought the same thing, but how would I identify them? If I just pick all the objects with the boolean variable set, then I'll delete the originals and the duplicates.

    I suppose I could store a list of UID's of all the originals, then delete everything with the boolean *except* the objects on this list! I just hate the idea of creating something only to destroy it right away.

  • Ashley that sounds like a good idea!

  • Fidasx Yes I'd obviously add a boolean, but the point is, recreate objects doesn't let you filter which instances are regenerated, it just regenerates them all.

    the instance bank does look promising though, I'll look into it.

    EDIT: Just looked into Instance bank, doesn't work because it requires loading all saved objects, not objects by region.

    I looked into Grid Freezer too but it seems to be weirdly complicated, performance intensive, and doesn't preserve Z order.