Tekniko's Forum Posts

  • Based on the file name, I would imagine you are looking at text from a different language. This happened to me when I was translating Japanese to English for an older game I was playing. Never did figure out how to fix it though.

  • I would just join the event sheets into one. Having separate event sheets is more so for the developer to easily find things.

  • What do you need the rope for? If it's something simple, you could just use sprites.

  • Why not just add a loading screen at the beginning of the level?

  • Problems Detected

    GPU rasterization is whitelisted on N4, N5, N7 and Moto X: 362779

    Disabled Features: gpu_rasterization

    Additional GPU rasterization whitelist for field trial: 380694

    Disabled Features: gpu_rasterization_field_trial

    Some drivers are unable to reset the D3D device in the GPU process sandbox

    Applied Workarounds: exit_on_context_lost

    TexSubImage2D() is faster for full uploads on ANGLE

    Applied Workarounds: texsubimage2d_faster_than_teximage2d

    Clear uniforms before first program use on all platforms: 124764, 349137

    Applied Workarounds: clear_uniforms_before_first_program_use

    Threaded rasterization has not been enabled or is not supported by the current system.

    Disabled Features: threaded_rasterization

  • I don't understand the question then. You'll need to post a capx or some sort of playable game.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Am I the only person that speaks English?

    I've modified my event to alway pick only nearest doors to the player.

    I'm sorry but I don't understand this image. Why do doors have platform behaviors and why are they simulating movement?

  • Well first off, if you use one single layout, then your entire game will be loaded into memory and running. Which can be a problem on mobile devices with RAM and CPU resources being so limited.

    I would suggest one layout for each tileset theme. This way only one set of tiles needs to be loaded into memory. For all of your caves you could use one layout and all of your forested areas could use another layout.

    As for the transition effect between layouts, I am not sure how that would even be possible with this engine. But, I am no expert.

  • I have also noticed my preview can take ages to load. I think something is broken in Construct at this point because it has gotten to the point where I have to close my browser and construct projects to get preview working again.

    I've had the same issue when I was working on large projects. But, I think this is to be expected. Remember we are working in a browser.

  • Now I understand. Set the sprites origin point to the bottom of the image. That should fix the issue.

  • its the tilemap. its picking up the bottom row of the cell above. i erased bottom row and it works as it is supposed to.

    I also came to the same conclusion. Erase the tiny particles that have moved down and your brown plants will look normal. As for the spaces between the other tilemap, I was not able to reproduce them. They all seemed fine.

  • I have the same issues. I ended up making a skeleton platformer and the game still became unplayable if there was any sort of lag.

    I've actually gone and scraped that project and remade a new one from scratch. Better logic, half the screen size, minimal sounds... so far so good.

  • Using the same tag for everything defeats the purpose of tags. And you control the global volume without having to reference tags.

  • Depends on how you are using/needing it to perform but I would just disable the platforms collisions for 1 or 2 seconds and then re-enable.