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  • 1) Yep, once you hit $5,000, then you have to buy the commercial license.

    2) I'm not a scirra developer, but I am quite confident that that won't be a problem. I've been using construct almost since it was originally released to the public years ago, and construct two is vastly more stable than CC was this far along in development.

  • Not one that runs on OSX, but it can be run with parallels or VMware fusion.

  • I've also noticed that it plays at about half the speed in firefox as it does in chrome and in IE9, although I'm not sure its entirely fps related - perhaps a dt issue?

    Also, when running the game using the preview from C2 in IE9, the controls don't seem to work at all. I can't even start the game. :/

  • And it won't have any of the quirks that CC has that have to be worked around, you'll be able to work with others on a project (multiple people coding one game), the configuration system for making a demo/slash full version/multiplatfrom versions from one .capx, an improved workflow and improved organization, the exporter system so you could code your own exporters, and especially stability. Oh, and you don't need to worry about people's directx9 being up to date.

  • Apparently its been around since 2006. If there hasn't been a conflict yet, I'm not sure them both having the same name is really a problem - scirra's construct is a game creator, their construct is a parser.

    Though it is slightly confusing.

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  • Ohh... Weird. On my computer it doesn't work if you drag a layout ABOVE layout 1, but it works if you drag layout 1 BELOW layout 2. Can anyone else confirm this?

  • Jayjay - huh, you're right. Odd, it used to work...

  • Sure you can, simply drag the layout to the top of the list to have it be the first layout that runs.

  • Don't copy anything between .caps. It messes .caps up.

  • The problem was there was a function in the runtime - "GetObjectTypeByName" - that loops every single object type and finds the one with the given name, case insensitive. For behavior management, this was called once every tick. This meant if your project was huge (hundreds if not thousands of different object types), it was doing a fair amount of work per tick. I came up with a faster way that doesn't need to loop every single object type, so now it barely does anything every tick.

    So by object types, you mean, for example, a .cap with only multiple uniquely named sprites?

  • Woot!! Jump from about 800-850 to 1000! Not all the way back up to 1150, but quite a significant improvement! Thanks, Ashley!

    Quazi - tried that, a good thought but it made no difference. Also, while a drop in fps might not take much, the point of this bug is that it's not supposed to hit the fps when there's nothing in the layout at all and no code is running.

    Edit: Hey, awesome, Kayin! Glad it works for you too!

  • Thanks so much for taking a look at it, Ashley!

    Also, at least for me it doesn't matter if it's fixed immediately since my game has a few more months of dev time. Obviously the C2 launch comes first in importance!

    I'm trying to contact Kayin, so you could have an extra .cap to look at.

    This does affect my .cap as well, so I'll send mine if you need it, but since my .cap isn't affected nearly as much (about 850 from about 1150), I'm not sure if it will be as much help. Not to mention it's stupidly huge, and I would prefer you don't have waste your time waiting for parts it to open and such.

    I also tried making a .cap with every default plugin type in it but it didn't seem to affect performance. Thought it might be useful to know.

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Arima

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