work3's Recent Forum Activity

  • Hi all.

    Is there a way to get a constant coordinate of the center of the screen? I would like to offset some objects within a scrolling background from the visible screen center, but it needs to work at varying resolutions, so referencing the visible screen edges seems unworkable.

    initially I tried the following as a test

    sprite : set x to scrollxleft+640

    but that will only work in 1280 pixels wide resolution, it also juddered depending on what my scrolling was doing.. Ideally I need a method that would be rock solid.. can anyone offer advice?

    thanks

  • ah ok! thanks so much for your assistance! my cap seems to be stable after the fix..But I am keeping on the lookout for any oddities..

    I read that to reduce VRAM, you suggested :

    "If you put most of your images on another layout the texture will only be loaded when you create an object. Unloading occurs when switching layouts or using the unload textures system action, just as long as there is no created sprites that are using it. "

    Do you mean images set to global? .. Or something else?

    also, is there a way of repeating a sprite as an instanced object that doesn't add image clones to VRAM?

  • I'm not using an "or" on the title screen at all...

  • does this fixer .cap file even work with or on CC R2 files??

  • Ok, so I rolled back, deleted all my background objects, broke down all the individual parts into larger, but less chunks, and rebuilt my background from scratch..

    On working a little more, I start to notice that objects are disappearing from the layout, and also whenever I try and delete a layout object, (which I stupidly used to create pause functionality) and save, the file becomes unusable..

    it just seems my cap is on the brink of breaking every time I try and work on it??

    can anyone help me out here???

    I tried the disappearing object fixer again and got

    ---------------------------

    Error

    ---------------------------

    Traceback (most recent call last):

    File "<string>", line 32, in <module>

    AttributeError: CEffect instance has no attribute 'id'

    ---------------------------

    OK

    ---------------------------

  • can`t get it to run at present.. it doesnt do anything when I run it from construct and tells me "failed to load plugin" when I export as an exe..

    I`m using R2, that script says # only reads caps saved with 0.99.96 on, or until the file format changes again.

    Hm... got it running, tried it on a broken and pre-break file.. no difference.. will PM you a link.. Thanks!

  • thanks a lot, will take a look to see if I can find the util before I take up your time..

  • I just get a "runtime error" message, no further details apart from "this may be a bug in construct"

    There`s no "or" conditions unless "less or equal" comes under that category.

    I add a a few more sprites, and boom, it breaks, but not only that it, with just a few less objects, suddenly the behaviour of other functions seems to break, like some kid of overflow error, my scrolling suddenly starts in other locations and other weirdness..

    It`s like if I add one more object, it`s at its limit, of whatever...Then one more object and things start going weird, one more, and it totally breaks..

    As I have seen numerous users with corrupt cap files, I usually save about 15 seperate files per night and back em up, so I can roll back if that`s the case, to where however I do not know.. the capx could have messed up anywhere..

    I havent used array objects at all yet, so will give that a try, each background piece is just a sprite I positioned myself..

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  • thx for the response..

    I'm not getting any error messages apart from the runtime error.. the exported EXE does the same thing..

    141MB vram total

  • So I added a few more background chunks to my game tonight and I keep getting runtime errors when I "runall" and go into the 1st (and only) stage so far..

    I guess its the amount of objects that is causing this, as I tried adding some other objects instead of the ones I intended and got the same result. deleting the most recently added sprite objects allows it to run again.

    So is that it for me? it's running fine on the previous saves before I added these objects.

    there are a large amount of background pieces, but I am unsure if its the amount of sprite pieces I use for the backgrounds or the actual amount of texture memory its taking up.. the game is very graphically intensive, and I havent even finished the 1st level in terms of inserting all the art, and if I expect to add another 4 stages of the same graphical complexity, I guess it's not gonna happen.. I can't go over to C2, as it doesnt support all the direct X stuff I needed.. even if I reduced the screen resolution and reduced all the art assets, I guess I would get the same runtime error, further down the line, at maybe stage 3-4.. right??

    I guess if anyone can confirm my fears, or if there's anything else that can be done to prevent it I would be very grateful.. i'm worried this is the end of the line for my game...

  • Hi all, hopefully this isn`t too dumb a question.

    I`m about to start assembling a somewhat complex background, and to be memory friendly I will need to chop this into tiles, I have the tools to do this, but once I have

    one of my objects to go in the map chopped up, imported and then re-assembled in the right order on the map, is there a way of storing the arrangement of tiles so I can quickly place it elsewhere?

    Thanks all.

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work3

Member since 20 Dec, 2007

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