Tokinsom's Forum Posts

  • 1. Does having multiple layers affect performance at all? I remember it did in MMF, but was that only because each layer handled collisions?

    2. Is there a "proper" way to check if 0 instances of an object exist? If I use (System>Compare>Object>Get # of objects) I get the following error when debugging:

    Debugger first-time message:
    
    Expression 'Count': no 'Object' objects exist: returning 0
    
    Event: 503
    Action: n/a[/code:24pzyobl]
    
    That's like saying the event can't be executed because the object doesn't exist..Well the event is there to see if the object doesn't exist..sooo. Sorry for asking about this again but if the debugger is showing me errors then I have to think I was misinformed. 
    
    3. Is there any way to get an object with the platform behavior to fall through small gaps in the floor? Unless I set the speed to 50 or something the platform object just glides right over them. I've resorted to placing detectors between the gaps that force the platform object through them, which works fine.. but this workaround seems a bit silly. 
    
    4. I'd like to add a sub-screen/pause menu to my game, but when I set timescale to 0 the screen goes black. I think it's because of a certain plugin I'm using but I haven't tested that yet. In MMF I would use a modal sub-app (modal layout in this case) but I hear the layout object is "very bugged"..Could someone elaborate on that? Not to be rude but this whole "just deactivate groups and stop animations" thing seems..obsolete? I can see that working for tiny games with few objects and behaviors, but not this. 
    
    Thanks for any help!
  • In your "set INI file to" action, change "magneto.ini" to apppath&"magneto.ini"

  • Pretty sure there's a good example of that here http://www.scirra.com/tutorials/lighting.htm

    Haven't watched it in a while though.

  • Ahh that works perfectly. Thanks! Sorry if I was misunderstanding you guys earlier :T Hopefully this will be the last of my time delta questions!

  • Run it once, then switch to unlimited mode and run it again. You'll see how ridiculously fast the objects get.

    I mean I know what TimeDelta does, and I've used it successfully for many things. This however..blah. I have no idea what to do with it.

  • Thanks, but what I'm trying to do is recreate this movement so it's framerate independant. Using the above code makes the enemy extremely fast using unlimited framerate mode, regardless of how I add timedelta.

    It seems I need to scrap the above code and use a different custom movement..one that moves the enemy in a similar but framerate independant fashion..but I'm not sure how

  • Always- Set Enemy.X to Enemy.value('X')
            Set Enemy.Y to Enemy.value('Y')
    
    Enemy.X is lower than Player.x - Subtract 0.03 from Enemy.value('X')
    Enemy.X is greater than Player.x - Add 0.03 to Enemy.value('X')
    
    Same goes for Enemy.Y[/code:39ksxogh]
    
    How would I recreate this movement using timedelta? I've applied time delta to it in every way I know how but it just doesn't work right.
  • I'd love to make a level editor. Not only to save on VRAM, but to speed up the level building process, and have friends and fans build their own levels too. Unfortunately, as far as I'm concerned, level editors can get really complicated and time consuming Maybe next time lol.

    Well that's quite reassuring

    I've added a lot to my map and realized it might not take up as much VRAM as I thought, especially when using some of the techniques mentioned here. Shouldn't be too difficult to stay under 100mb now.

    Thanks for all the info everyone.

  • I think what you're trying to do is..

    (Sprite 1) collides with (Sprite 2) - Go to a layout

    Sorry if I'm wrong but I'm having a difficult time understanding your post.. I'm sure if you have a look at the event editor you can figure it out. Otherwise, yeah check out the tutorials.

  • I'd like to STRESS that 2D games in general are NOT made out of a single huge picture, as 3D games are not a single hulking 3D model.

    Please. Research.

    Er. Yeah, but when you've got 200+ tiles, a massive interconnecting world, and a drag and drop level editor, you tend to use other programs to build your areas - then import them as images

  • Ah so it's only to prevent padding..Well damn, I guess I'll have to stick to ROJOhound's VRAM memory management technique. I fear my finished map will easily be over 100mb

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  • So I've been reading that instead of importing giant images for a level, you should cut them into small pow 2 size pieces and put them together - to save VRAM.

    Well I used Construct's "Import Tiles" to cut up a giant image into small 256x256 frames, then copy/pasted it and used the "Start Frame" feature to select which pieces to use.

    I thought this would save me a ton of VRAM, but it's exactly the same as importing the whole image as one piece.

    Have I misinterpreted this technique?

  • Can you please fix add/remove attribute? It's an extremely useful feature that hasn't worked for a long time.

  • A lot of people have asked for it. It just gets shot down everytime so I think they quit after a while XD

    But anyway. Yes, I imagine the new input plugin is more than enough for universal gamepad support and configuration. Haven't tried it myself yet, but judging by the examples it's very promising.