Arima's Recent Forum Activity

  • Object count on pcs is less important than what you're doing with those objects. Sprites by themselves with no events or behaviors have almost no performance impact at all, but if you have tens of thousands of objects and do a bunch of collision checks, or have them all onscreen at once, those scenarios could start to cause performance problems on the logic or rendering sides (the latter could hit the pixel fill rate of the graphics card).

  • You can also push out via the custom movement behavior or manually via events, or use physics.

  • caplocks1111 - please wait a moment before hitting post to think about if you have something else to add before actually posting so you don't flood the topic with lots of posts made immediately after each other. You can also edit your posts as well.

  • Here's an example.

  • You could also try 512 instead - textures are power of two, so like 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048.

  • Ashley - I took a different direction with my game like a year ago or something, and it's only happened once since then about a couple of months ago. If it just wasn't so rare and random, I would test it out. :/

  • Your graphics card can't handle a texture that size. The image editor is software rendered, which it why it appears there. As said, don't use single images for levels. Break them up and use instances of sprites and/or tiled backgrounds. https://www.scirra.com/blog/112/remembe ... our-memory

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  • What you're looking for are r0j0hound's canvas and paster plugins.

  • I think in an event sheet you can press ctrl-a and then right click and select replace object to replace all conditions and actions in the event sheet with another object easily.

  • 945mb on a single level? That's really quite a lot, and is getting into the realm where some systems won't even be able to play your game. Read this: https://www.scirra.com/blog/112/remembe ... our-memory

  • Here's how I do it:

    If enemy.mode="wandering"

    • wandering code
    • if distance(enemy.x, enemy.y, player.x, player.y) is less than 1000, set enemy.mode to "chasing"

    If enemy.mode="chasing"

    • move toward player
    • if distance(enemy.x, enemy.y, player.x, player.y) is less than 100, set mode to "preparing to attack" and set enemy.timervariable to 1

    If enemy.mode="preparing to attack"

    • subtract dt from enemy.timervariable
    • if enemy.timervariable is equal to or less than 0, set enemy.mode and animation to "attacking"

    If enemy.mode="attacking"

    • on animation finished, set enemy.mode to "wandering"

    I also use submodes and/or numbered steps like so:

    If enemy.mode="attacking"

    • If enemy.mode2="start"
    • - if enemy.stepnumber=0

    Using this technique it keeps the code isolated and easy to follow while enabling complex behavior, and you don't have to worry about trigger once not working for multiple instances.

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Arima

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