technofou's Forum Posts

  • Should I report this as a bug then? Because from that very link you gave me:

    [quote:2ud3nzcx]If a 1024x1024 sheet is only half filled, half the pixels are wasted memory again. If this happens, Construct 2 will instead slice the sprite sheet in to two or three 512x512 sprite sheets to reduce wasted space.

    [quote:2ud3nzcx]Runtime memory use is reduced by eliminating the unused space around power-of-two sized images.

    Right now it is actually making my images larger and adding unused pixels.

  • how many frames of animation do you have for that one sprite?

    also reference this..

    https://www.scirra.com/blog/87/under-th ... onstruct-2

    Just one, there's no animation for this sprite.

  • Hi everyone!

    How are you today?

    Quick question to you all, I am taking Ashley's post about performance to the letter (with my previous tiny game taking 120mb of RAM). I reduced from 1080p to 720p, every image is made to fit in a power of two size, repeated sprites as much as possible, etc.

    The "problem" I'm facing though is that I design a 128x128 image sprite, but when I export my game it becomes a 256x256 sheet.

    This is the original file used in Construct2, a 128x128 pixels PNG 32 Fireworks project file: https://www.dropbox.com/s/fa9a6zyl2htqf9g/good.fw.png

    This is the file that got out of the export process, a 256x256 mostly empty, border stretched file: https://www.dropbox.com/s/iydqhl26sbyz6 ... sheet0.png

    Two questions:

    1) Why is this happening to the majority of my images, the stretching and the double in size.

    2) With the doubled size, is it also taking double the RAM? Is my 128 image now considered 256?

    Thank you all for your time and have a great day <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Jay

  • WebGL makes performance way worst especially with lower powered phones with Windows Phone. The best blend I got is no WebGL, exported as a Universal app and using only the Windows Phone portion. WebGL though is a big plus on iOS and if you exclude some exceptions, a big plus on Android too. I'm just telling you my experience with the game... Have you tried Cordova and compiling with the XDK?

  • Basically there is no official support for HTML audio with WP8.1. Although (weirdly) if you disable WebGL before you export for WIndows Phone performance is way better and there is no audio problems so... There you go! All we need now is PubCenter for Windows Phone 8.1! sighhh

  • Well... after a couple of days of intensive debugging and massive optimizations, found the bug, found this post and unfortunately I see that there's no solution to this... I know some good people at Microsoft, I'll see what they can do!

  • Hi there!

    How are you today?

    I've been using Construct from Scirra for a while now just for my own fun and exploration. Bought a license to support the guys and their great work. Now I'm working on actually releasing a game!

    The only problem is when I export to Windows Phone 8, the game works great on my two test Windows 8.1 Phones (Flagship Lumia 930 with 2GB RAM and Low-End Lumia 635 with 512MB RAM) but are a bit jaggy.

    Although If I export the game to a Windows 8.1 Universal app, on the Lumia 930 verything is perfect and beautiful but on the low-end phone it crashes as soon as I press the Go button to open the actual game Layout.

    Loading -> Menu Layout -> Actual Game Layout

    If I try the browser it does the exact same thing. Am I stuck using the WP8 app or there's a way to fix what's happening with the low-end phone with the WP8.1 app (and the browser).

    Thanks all and have a great day

    Jay

  • The forum has online sorry about the delay! I just really wanted to thank you! I didn't have to use the TImer behaviour and just use my own general dt timer for the whole game and even keep my "Every x" seconds. Thanks so much!!

  • Ahhhh! Thanks a lot Sargas, that does make a lot more sense now! So I should just create a Text Object with a Timer and use that to control my stuff. Since I have multiple different timers, should I use a different one for every "Every x" and "Time =" events? What's the performance impact if that's not too much to ask?

  • Thanks for your quick reply! Actually I'm having this problem. My spawners are set at Time >= 4 sec then every 3 seconds spawn. The problem is that when I restart the layout for a new game it does not wait and they immediately start spawning things!

  • Hi guys, I know this is an older post, but it is my exact problem and I don't really understand the solution. I get the idea of the Timer behavior or using a delta timer Global Variable, but I don't just don't get how to implement it. The Timer behavior is related to an object and right now it is the System spwning my objects so I don't quite get that part. As for my own Timer, where/how do I actually make the repeatable counter.

    My problem is that right now the System is creating the objects for me and from what I under the object itself needs to create... itself?

    Thanks!

  • Wow! Thank you so much! I'm used to Javascript, but this visual approach is still new to me.

    You should have a Donate button as a respect for your help.

    Thank you so much for your time!

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  • Hello everyone!

    First time on the forum and I'm getting into Construct and making games for the first time. I've been through the tutorial and it seems pretty easy to do some very simple things.

    I have a target in the middle and I want an object to be created at a random position outside of the game frame and directly go towards the middle (Craft.X and Craft.Y in my case).

    I just can't get the "Create at random position outside of frame and angle to" part.

    My game is 1080x1920 for my tests. My idea was to do a Random -300 to 0 and 1080 to 1380 for X and Random -300 to 0 and 1920 to 2220 for Y.... but I just can't get it done.

    Thanks everyone and have a great day!