vee41's Forum Posts

  • CPUsage for small projects, without WEBGL ON, is so low, giving you no problems about it. But for large projects, you would assume that.

    I've had noticeable differences with around 60 objects, even with webGL enabled. Usually it's simple to optimize it so that you don't need to reorder every object every tick. :)

  • >

    > Every tick

    > for each ZOrder (sort by Y ascending)

    > .. ZOrder move to bottom of layer

    >

    > This can (and should) be optimized a bit if there are lots of objects.

    Thanks. This did the trick. So far is really slow (it hangs), but I?m gonna tweak it for a while and see why is that, and how can I fix it.

    One way is to only calculate it for moving objects, not for every object. Usually Zorder only changes if objects move, thus saving lots of processing stuff.

  • There is a nickname plugin that could probably do what you want. Easier solution would be to have one button object with multiple animations and differentiate button types by that. That is how I usually handle button stuff :)

  • There is plugin that sort all objects in layer automagically.

    Another way to do it is to place all your objects that are supposed to be sorted to same layer and family called "ZOrder", then add this event:

    Every tick

    for each ZOrder (sort by Y ascending)

    .. ZOrder move to bottom of layer

    This can (and should) be optimized a bit if there are lots of objects.

  • I'm trying to find what is causing that, but I think it must be the onTick event (because it should be there if there is any resource hog), so I did move the "this.inst.set_bbox_changed();" inside the tween state check and removed the now unused "for". Can you check it again vee?

    After a quick test in scenario where I encountered it before, problem seems to have disappeared. Really rapid response from you! :)

  • vee41

    Currently when I try and use any of those actions there is nowhere I can enter anything, Just a dropdown menu....

    Use Go to Layout(by name) - action. It's in the system events.

  • System: Go to Layout int(layoutName)+1

    This assumes your layouts are named 1, 2, 3 etc.

    You could also have another variable called 'LevelNumber', increment it by 1 at start of layout and when going to next level use:

    System: Go to Layout LevelNumber+1

  • Overlap at offset would work in your case. It checks if objects overlap at defined offset.

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  • There seems to be something in the behavior that utilizes the CPU even when idle. I replaced some easeTween behaviors on one of my projects with liteTween, and noticed that my cpuutilization was constantly hovering at 0.2 even if there was nothing happening. Removing liteTween fixed this, easeTween doesn't seem to cause the same behavior.

    Couldn't replicate it in simple project, sorry, just letting you know. :) Keep up the good work!

  • Take a look at rexrainbows matcher plugin, it's probably the easiest way to go.

  • Or make your sprite object global.

  • Create family with 'no save' behavior and add those objects there? Might need few families if you have many different object types.

  • Post your .capx or images of your events, tough to do anything otherwise. :)

  • But would?t this mean that I have to have a family with ALL the solid objects in the game? and could I then use the family feature to create another family with the monsters, but not the walls?

    You could have a family called BULLETS-HIT-THESE-THINGS and put every object you want bullets to hit in it. Then in events, you can check if bullet collides with BULLETS-HIT-THESE-THINGS family. You can also have object belong to multiple families, so it's a really versatile system.

  • Every 1 second

    For each Enemy

    Enemy is overlapping Flame

    .. do damage * Flame.pickedcount (if you wanted to have multiple overlapped flames do more damage)

    That should work :)