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  • I might use separate layouts if it weren't for the runtime error that occurs everytime I either:

    Go to a different layout.

    Restart the same layout.

    Load a game save.

    Are you using transitions? If I recall correctly, those can cause crashes. The 'or' condition can cause crashes as well.

    If you want to find out what's causing them, save a copy of your .cap then start deleting chunks of code to find out what causes it.

    I have been working on a different game and made a very large map, a size in the tens of thousands, and neither Construct nor the app so much as coughed about it. I heard layers were rendered as textures so it didn't make sense to me that it could handle images that large unless it were culling things off screen. Mind you this layout had several layers with various graphics and objects spanning the size of the map, the level layouts, decorations, background layers, game objects, etc.

    Tens of thousands is no problem. Layers are only rendered as textures if you set them that way in the layer properties. Even then, it's only the part of the layer that's visible on screen. Stuff that's off screen isn't rendered, the graphics card takes care of that automatically, but the logic of the objects is still there and being processed.

    Loading only parts of the map when the player is near is a good idea too, but how do I do that? Do you mean loading external images in place of sprites? I tried that too and it was picky about what images were loaded. Some images worked and others gave me the same runtime error that changing layouts gave me.

    Don't load external images unless you're willing to put up with a delay while the hard drive reads the file, stores at memory and then flings it to the graphics card. That can take long enough to be noticeable. Best to load from files during transitions between areas.

    You would want them to be preexisting objects that you create and destroy based upon the proximity of the player. You could divide all of the objects into a sections on a grid, save all of the instances in each grid cell to an array, and when you get close to the boundary of one section, you could create all the instances in the new section, and when far enough away from the old one, delete them. This isn't really a simple thing though.

  • I think what you want is the countmatching("object") expression that CC had. It would return the number of picked instances. It would be very useful!

    Currently you can use a for each and add to a variable.

  • You should definitely not use layouts that size. As I understand it, floating point precision starts getting less accurate at 100,000 pixels.

    Also, CC may be fast, but there is still a bit of overhead from having an object in the layout. My computer can manage 100,000 sprites in a layout at 60fps, but that's with no code or behaviors at all.

    It would also use a lot of memory, and likely would take longer to load as well. These reasons are why games segment areas. Games that don't segment areas fake it by streaming in data to make it seem like it's one huge area - it is, it's just only processing one part of it at a time.

  • If you post in that thread or PM TL22, he can probably give you an updated link.

  • Moved to help wanted. You might want to obscure your email to something like email at email dot com - bots crawl the internet harvesting email addresses for spam.

  • I think what you're looking for are inheritance layers. Using those, you can enter the name of a uniquely named layer in the project and construct will act like that layer is in the layout, copying all of the objects from the original. Construct classic has them, and so C2 probably will as well.

  • Welcome to the forums!

    It would help if you could post video or screenshots of what you're trying to accomplish. Chances are though, C2 can handle it no problem.

    I haven't used MMF's hardware accelerated runtime to compare the speed to, but if you're unsure, why not make a quick performance test first and post it here to find out if there are any optimizations you can make?

  • That would be really weird if the or condition only caused crashes on vista... since that's the OS I'm using too. :/

    Regardless, yeah, the or condition is bugged. Simply avoid it by making multiple events with the same actions, or use a function.

  • Are you using the 'OR' condition anywhere? That would sometimes cause crashes when I tried to use it.

    Aside from that, save a copy then try deleting parts of your .cap and re-running it, starting with the code first which is more likely to cause a crash then any objects themselves. That way you can narrow down what's causing it.

  • Joannesalfa - Yeah, I know what you mean.

    - Not yet. Thanks for the interest, though! I'll post a thread when it is! :D

  • Joannesalfa - the post was deleted and the spammer banned, that's why there's no post there anymore.

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  • Money. The spammer had a link to their website. Having more links to a site raises a page's rank in google searches.

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Arima

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