Arima's Recent Forum Activity

  • I'm voting for families and functions.

  • Could it be made to work like CC where double clicking the group would open and close it? I use that constantly as I use lots of groups and it's a lot easier and quicker to do accurately than target the +/- each time.

    Also, buttons for create group and create variable are missing from the ribbon. Aside from those, appears to work great!

    Djordhan: it works for me. :/

  • If C2 implements the orthogonal projection feature C1 has, that could do the same thing (automatically sorted by Z value). With that, if two objects are on the same depth value, then it uses the regular sorting.

    Another benefit of that is depending on the situation, it might mean you don't have to run a for each loop through all the objects, making it more efficient. The only problem with that is it means you couldn't use that method of sorting and have z depth at the same time. Perhaps if orthogonal projection could be used on a per-layer basis, or does that get too weird?

  • Quirk alert: if you're talking about copying and pasting between .caps, that's an unfinished feature and can seriously mess up a .cap. Keep it all in one .cap (aside from backups, obviously), and use a different layout for your development testing instead (or use a different .cap for anything you don't care about having to recreate).

  • Yeah, a way to reduce the preview times is to load large static images like backgrounds at runtime via the 'load frame from file' sprite action instead. That helps a lot, it reduced my compiling time by like 2/5ths. You're correct, it does cache the graphics, so the second preview is faster until you edit an image again.

  • Honestly, if you're going to do anything 3D, even if its 2.5D, you should probably use something else. Construct's 3D is quite limited. It doesn't even have basic lighting. While technically you could make your own 3D engine with events, it's overly complex and wouldn't run as fast as other options like unity would.

    You seem to sound a bit comforted by what we said, and maybe in particular from what I said. Maybe a bit too comforted. I don't mean to leave you with the impression that what I mentioned is the only issue I face with my game - it's simply the only one I haven't managed to find some way to work around. Some of them are easy to avoid, like the or condition which causes crashes, or the layout object which among other things doesn't register left clicks. Some of them are a lot weirder, like I have an old event that crashes the IDE if I try to move it in the event sheet (though I can deactivate it) and a layout I can't use without my game going haywire - easy enough to work around by making another layout and not using the bugged one, but seriously distressing until I figured out how to work around it. One of my event sheets with 5000 events takes 10 minutes to open due to some weirdness (though I have an old processor, which certainly contributes, but it shouldn't take that long regardless as a newer event sheet with 1000 events only takes a few seconds to load).

    Then again, I also started this project 2 1/2 years ago, so a lot of the bugs that I face have already been fixed.

    I feel somewhat nervous about what I said before actually, because it seems it's kind of hard to predict what quirks might arise for a user, and I really don't want anyone to risk financial ruin based upon my experience alone, because there is one user I know who has encountered a showstopper, though he's the only person I know of who has encountered that particular problem. Because of that, and how unpredictable construct's quirks can be, I don't feel comfortable recommending anyone risk their financial future on the chance they might encounter something they can't work around. Perhaps I'm being overly cautious, but I really, REALLY don't want you to encounter something that forces you to scrap your project and lose a lot of money, especially from my advice.

    What I'm trying to say is, can you? Most likely. Will you encounter quirks that you can work around? Almost undoubtedly. Will you encounter a showstopper? Probably not.

    But risking a business on a probably not probably isn't the best idea.

    Again, I feel much more comfortable recommending you wait for construct 2 instead. It's far, far more stable than construct classic was at this point in its development, therefore there's much, much less risk of quirky weirdness, and it'll also help you in the long run for porting to different platforms. It's a much better business decision.

  • I'm working on what's probably one of the biggest construct projects out there - a sort of 'mini' RPG with almost 500 objects, thousands of animation frames and 10,000 events, and it is possible. The main problem I'm encountering is working with animations at this point - for some reason I can't track down the IDE is sometimes crashing after working with them for a bit. All I can tell is it has something to do with either how many objects I have, how many animations/animation frames I have, or both.

    Even then, I wouldn't call my game a big project - more of a medium sized one. I suppose it depends what you define as a big project, though, what did you have in mind?

    Regardless, I echo what's been said here and recommend waiting for C2 to start a large project if you can. It can be frustrating at times working around Construct Classic's flaws.

  • First, though, a little bit of eye candy: it's a minor cosmetic change, but objects in the editor now have full edge smoothing. It looks like antialiasing, but technically isn't quite the same (it's sort of blending the edges with the background). Just a nice-to-have.

    Sweet! Does this method incur a performance hit? Since depending on the situation it might be preferable to have it turned off and up the fps.

    If it doesn't, how does it achieve that? Does it basically put a 1 pixel border around the texture, like how that solves the edges without anti-aliasing in C1?

    Also, works fine here on Vista.

  • I think what you're looking for is set the animation frame to: angle(.x, .y, mousex, mousey)/45

    You might need to round it, though, I'm not sure. If so, try this: round(angle(.x, .y, mousex, mousey)/45)

  • I've got almost 500 objects in my game, so I doubt that's the problem. I have noticed instability with the IDE when there's 100 or more different objects in the same layout though. I think there's still a memory leak somewhere, because the IDE tends to crash in a similar fashion to the old event sheet wizard memory leak when working with animations in layouts with that many objects.

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  • The GTX series is the only batch of cards I've heard people have problems with. It sounds like your card doesn't have enough VRAM - I seem to recall at least 64 or 128mb is required, I can't remember which.

    I'm not sure about this, but you also might be getting the error if you have some other application open at the same time which is using a lot of VRAM. Try quitting everything else and running construct by itself.

  • Under no circumstance should you try to make an RPG in four weeks. Not even a basic, simple one. RPGs, even simple ones, are far, far more complex than they seem. My 'simple' RPG is so far 2 1/2 YEARS in the making (not fulltime, but regardless - a LOT of work)! Go for the scroller instead!

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Arima

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