stricky's Recent Forum Activity

  • I'm making a top down shooter which runs reasonably on a moderate spec PC but uses excessive memory. Currently 2.7GB and rising. I've read all the performance improvement articles and blog posts from Ashley but am at a loss as to how I can reduce memory usage beyond what I'm already doing.

    There are a large number of animations in my project (and some large sprite sheets which are between 500kb - 4mb in size) but there are no individual sprites which are larger than 50kb (all images are PNG-24 with transparency). The total size of all spritesheets is 90mb. At its busiest, there are approximately 100-150 sprites on screen. There are some large layouts (10k square) but the number of sprites rarely exceeds 1000 in a layout. Some of these sprites are repeated, so the number of unique sprites generally does not exceed 100 in a layout.

    There are no large layout images, I'm using tiled backgrounds wherever possible, I'm not generating large numbers of sprites via actions or doing anything else (as far as I know) that would consume a large amount of memory.

    The project is too large to share (3000+ events) but any suggestions for reducing memory usage would be appreciated.

  • I'm looking to replicate the action "Set position to Mouse.X(0), Mouse.Y(0)" with the xbox 360 gamepad right thumbstick

    So far I have "Set Position to ((Gamepad.Axis(0,2)/100 * WindowWidth/2) + WindowWidth/2 , (Gamepad.Axis(0,3)/100 * WindowHeight/2) + WindowHeight/2) which works with just one layer but if I have multiple layers in my layout it fails.

    Is there any way I can modify this to accommodate multiple layers and are there any improvements I can make to the action to smooth the thumbstick movement? It's running every tick but is still a little jittery and the cursor doesn't quite reach to the four corners of the screen.

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  • LittleStain, on an xbox 360 pad the trigger buttons are accessible but they are binary as far as Construct2 is concerned (if I'm not mistaken). Either they are pressed or they are not. What I'm looking for is the degree to which the trigger is being pressed as they are analog buttons. E.g. is the trigger partially down, half way down, all the way down. If for example the triggers detect 10 degrees of pressure I'd like to return a number between 0 and 9 rather than pressed/not pressed.

  • Looking through the gamepad entry in the manual, there doesn't seem to be any way of detecting gamepad trigger button pressure (e.g. to support accelerate/brake in a racing game). Is there any way to implement analog triggers currently in Construct2?

  • robertjs3, you may find the attached CAPX useful. It basically simulates hotline miami style gamepad controls

    https://www.sendspace.com/file/wmb8uh

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stricky

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