Taximan's Forum Posts

  • All this time thinking that I should use ajax to watch the videos ....

  • Could you show the configuration of your project?

  • You have to use AJAX, and tell him to export the video.

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  • Problem solved, the sprite must be in a scene for the properties to be activated.

  • Any idea why this is happening?

    The sprite is a clone, in the original everything works well

  • That's the "problem", you get more performance, but you use a lot of memory.

    Ashley explains it on page 1 of this post.

  • Do not worry, I'm not offended;)

    Construct 2 did not have algorism and it worked well.

    Algorism is a great idea and it works perfectly.

    If the user could choose which sprites to leave out (sprites that only appear 1 or 2 times in the game) would be a great memory saving.

    But I think the best thing is to let the C3 team work, they will surely achieve optimum performance.

  • I think the best option would be to be able to choose which sprites go into algorism, an option within the properties of the sprite would solve all the "problem".

    A sprite that is used many times would enter inside, another that is only used at certain times would be out.

    The user could manage the memory of his game, or mark all the sprites and let Construct algorithm work.

    It's just an idea.

  • Please, just because one developer made some seemingly a project design error

    I do not think it's a design error, it's simply that being a large project loads many sprites in memory that you do not really need.

  • A possible solution would be an option to include, or not, the sprite in algorism.

    This would be great for sprites that appear very rarely and it would be great to include the sprites that appear a lot.

  • SnipG

    But you compare here C2 vs c2runtime in Construct 3

    The same thing happens in C3 runtime

  • I don't know exactly what they changed in this version, but it still works very badly.

    This is a capture of my game in C2.

    And this on C3.

  • In the project bar, change "sampling" from point to linear, that may solve your problem.

  • Instead of subtracting hp from the enemy, pull a floor (random (100)).

    Then with two sub-events, subtract the damage.

    If random is higher than 50 it can do normal damage, and if it is lower than 49 it can do critical damage (it's just an example).

    I do not know if I explain myself well, my English is very bad.

  • I use beta version 1.27.

    I'll send my project to Ashley, so we'll have more information.