Arima's Recent Forum Activity

  • Crazy impressive, Pehesse! Like, seriously. I've always struggled with consistency in my art, so it amazes me when someone is able to draw like you do.

    I'm interested to know how well your pricing method works too. Looking forward to what you work on next!

  • Combo mode

    In a lot of games you can select a combo attack from a list and watch it play out the same every time. In Loot Pursuit, you get to design your own combos from the moves you already have. This enables greater variety of gameplay as the players can utilize their moves however they want.

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  • Wait 0 seconds doesn't work for this because it postpones the following actions until the end of the event sheet, not until the next tick.

  • I know you found it already, but just in case anyone else is looking, it's at irc.esper.net, #construct.

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  • This has been suggested in the past, so you're not the only one.

  • Regenerating the obstacle map is not done instantly, it's performed after your events. Colludium is right, you have to wait until the next tick. From the manual: https://www.scirra.com/manual/154/pathfinding

    "Regenerate obstacle map

    Determine whether each cell in the obstacles grid is an obstacle again. This is a very CPU intensive action and should not be used regularly. If only part of the obstacle map has changed, prefer to use one of the Regenerate region actions. Any changes made by using Add obstacle, Clear obstacles, Add path cost and Clear cost will take effect the next tick after this action. Note this means if you attempt to find a path immediately after this action, the obstacle map won't have been updated yet; add a 'Wait' action with a short delay to make sure the updated map is used in that case."

  • I'm not Ashley, so I can't tell you what he'd be willing to add or not.

    That said, I seem to recall construct classic had a feature to lock objects in place. Can't hurt to ask.

  • There are a bunch of options:

  • If it only happens while moving the character, consider what you're doing when the character moves. Try deactivating each part and testing again until it runs smoothly.

    It's hard for us to tell from an exported game instead of looking at your code, but it appears for example that you're creating a ton of sprites or particles on the ground. I don't know how powerful the device you're having difficulty with is, but if it's old enough, that effect could be what tips it above what it can handle at 60 fps.

    Transparent pixels take more work to render than opaque ones. 100% transparent pixels still take work to render unless the object is invisible. Creating and destroying objects takes more work than it might seem. Text boxes take more work to render than sprite fonts, especially if you're updating them every tick instead of only when they change. Make the text box as small as possible because you don't want the GPU to waste time drawing invisible areas. Do you have your project set to clear the background? That also uses more processing power, and your background is hidden, so you can turn that off. If you're using effects on mobile, don't because they're crazy intensive.

    Also, read this page. https://www.scirra.com/manual/134/performance-tips

    All of these things and more can add up.

  • armaldio - I'm interested in that plugin too. What do you mean though, that you're making your own exporter? Does that mean you can preview in electron?

  • ffman22 - please refrain from SEOing your forum posts.

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Arima

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