sqiddster's Forum Posts

  • Ashley All right, it's just that I have to manually delete every level that has the shader. Shouldn't be too much of a , just a bit time consuming.

  • Ashley my project uses a ton of third party plugins and a third party shader. Are you able to look at the project without having them?

    C-7 do you use third party plugins/shaders? Maybe you could send your project.

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  • Problem Description

    In release 181, Construct 2 has become unusable for my large project - I'm on a very powerful machine, but doing any actions in the layout view OR the event sheet view causes constant 0.5-1 second freezes. My laptop fan flares up like crazy during these freezes.

    I've tested both r180 and r181 with the same project, on the same machine, one right after the other, with no other apps running. The difference is huge.

    I've uploaded a video to show you what the freezes look like.

    Here's the video.

    Affected Browsers

    N/A

    Operating System and Service Pack

    Win 8.1 64bit

    Construct 2 Version ID

    r181

  • Shouldn't events in functions count as top-level events? In that post Ashley mentioned that exceptions were made for triggers and groups...

  • Thanks blackhornet, I will look into it.

  • newt it's a bit difficult to explain why I can't change it in the creation event - basically it needs data unknown until all of the objects have been spawned.

    OK so it's definitely just an engine limitation. I tried to search the forums but couldn't find anything on it - Can anyone link me? I'd need more details (like what defines the next top-level event) before I can find an effective workaround.

    Thanks guys

  • Hi,

    I have a function that creates a number of objects. I want to reference these objects as a group (i.e. pick them all together) after they have been created, in the same tick. C2 seems to have an issue with this however, as for some reason, the objects don't seem to exist right after being spawned.

    In the example code above (and the attached capx) you can see that it's a pretty straightforward function call which spawns a number of objects. After the call, their animation frames should be changed. However, they don't - the only instance which gets a frame change is one already in the layout before the function is called.

    I'm not looking for a specific workaround for the above example, what I'm looking for is a way to pick all the objects that were spawned by the function in the same tick, and in the same event branch. for example, this works as intended:

    But it's not a solution for me because (in my actual implementation) these events happen within another function:

    For clarification: I'm not looking for a workaround to get this specific example working - I'm looking for a way to fix this within the constrants set (picking all the objects in the same tick, in the same event branch.)

    I'm pretty sure the problem has to do with an issue I remember reading about, something about objects not being created until the next top-level event or something.

    Is there any way to get around this?

    Thanks!

  • Yeah, it would be awesome for my game because it would totally make people throw up in like 3 seconds. Pretty hilarious

  • jobel good to know that it's a NW issue and not an issue with the game.

    rogerwang how do you think we could attempt to work this out? I'm willing to help you however I can.

  • Good lord, I'm getting 10fps on my gaming laptop!

  • It would matter for things like Steam Cloud, transferring saves easily etc

  • alvarop thank you so much! I'm glad it wasn't laggy for you. Hopefully I can work with the NW people to get it sorted out for everyone soon!

  • jobel Thanks! Glad you enjoyed it. Yep, apparently it runs great on macbook pro laptops

  • yeah definitely would be a good feature but I'll have to say that it should be a fairly low priority

  • I'd definitely expect some miniscule performance difference, but yeah, anything above that would be news to me.