UberLou's Forum Posts

  • I've been evaluating C3 for a little while now looking to upgrade. Just wondering if there are any workarounds for using floating windows on a dual monitor setup?

    To make a floating window I have to right click individually on a window and float it. Then I need to position the window on the second screen. Repeat for 3-4 other windows. More steps than C2 but not a huge deal, but now let's say I am using another program like Photoshop that covers all of the C3 windows. If I want to go back to C3, I click on the editor which brings it to the front. However, the other windows are separate from C3 so I have to click on each individual window to bring them to the front too. In most other software all of the windows are treated as one. Lastly, if I close C3, or it crashes, all of the windows are back to default and I have to repeat the process for organizing them again. Is there a way to save the window layout?

    Thanks

  • What is going on with these forums? Forums should be inviting and foster community, not shoving giant "BUY ME" ads in the middle of a post. Theres plenty of reasonable places to put that thing. Obtrusive ads just gives the feeling of a soulless company...not a game dev community that I want to be a part of.

  • Well...that's upsetting. Thanks for explaining.

  • It doesn't work the way you think. That unloader only unloads assets in the active layout. Construct cleans the active layout memory when you change a level anyway. Unless your entire game takes place in one layout without changing, the plugin's useless. The cached memory use which is the source to everyone's headache can't bne touched. Once loaded in, it's never unloaded. The nr. 1 biggest design flaw of Construct 2's runtime in my opinion.

    What is the difference between cached memory and active layout memory? I use this to unload sprites and it seems to work well for me, although my game is a one layout massive game like you mentioned.

  • There is a plug-in in the store to unload sprites from RAM. https://www.construct.net/forum/scirra-website/scirra-store-36/mm-unloader-unload-from-memory-128077

  • Just wanted to show off how awesome this plugin is. I added some shadow casting lights and it really adds to the atmosphere. Great work!

    I cant figure out how to post gifs in the new forums

  • Thanks for the fast update! I did a quick test this morning and the optimizations seem to be working well.

  • I've been waiting for a plugin like this for awhile. Very easy to set up and use too.

    However, I have a really large tilemap (over 32,000px square) and performance absolutely tanks when I add only 1 small light in. It seems like the light is evaluating the entire map instead of the small area that it covers. Can the performance be optimized for large levels?

    I've also noticed this problem recently. I attributed it to a windows update since it started happening and I hadn't updated C2 for awhile. However, it does seem to be a C2 issue because I run Unity, 3D Studio Max, and Photoshop and none of them have similar lag.

  • I came across 2 issues with the plugin that happens even with the example cap.

    The first is that when you go into full screen, the mouse seems to be locked to the previous window size. This can be worked around by disabling the mouselock, then re-enabling it.

    The second issue seems to happen randomly. When I preview your cap file, I click on the viewport to activate the mouse lock. Then if I just move the mouse around for a few seconds, the cursor will jump locations. Any chance you could look into this?

  • Awesome! This plugin got released just in time for my 2D shooter's weapon wheel. When the weapon wheel UI pops up, I need to get mouse input even if the mouse is at the top limit of the screen. The mouse raw input did the trick. Thanks!

  • ang = any_angle-90

    ang = angle(0,0,cos(ang),sin(ang))

    That works perfectly, thanks!

    dop2000 I'm converting the angle to animation frames for aiming. I'm dividing the angle by 10 so angle 0 aims down and 18 aims up. From your equation, adding 90 to the angle doesn't work because on the left side, it jumps from -90 to 270. Thanks for the help though.

  • I've been trying to do this for a few hours, but I can't figure it out. When I use angle(x1,y1,x2,y2) I get angles like in the left image. I'm trying to essentially rotate that 90 degrees and get angles like in the right image. Anyone know an equation to achieve that? Closest I've gotten to is (angle+270) %180

    Thanks for any help.

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  • p.s. any response towards giving users some control over which assets are combined to which spritesheets?

    I've asked for this feature already. Possibly an automated method is coming for C3 based on this response. But probably only if more people ask for it as Ashley doesn't think its a major issue. I've stuck with C2 so that I can take advantage of one spritesheet per sprite.

  • The actions run, as explained in the manual here:

    https://www.scirra.com/manual/75/how-events-work

    There is just no object picked.

    This is a the logic (not a workarround) if you would insist using 'OR' in a picking situation.

    https://www.dropbox.com/s/0fb3727hnew5r ... .capx?dl=0

    Personal i never us 'OR' when picking.

    I did read the manual but it didn't click until blackhornet explained it. Just for clarity, does the OR not work because Platform on Floor = False so it clears the picking list?

    I'm staying away from OR as much as possible anyway now. It's a shame because it's much cleaner than separating the events and repeating the actions.