SoldjahBoy's Recent Forum Activity

  • Are you using one giant image or something for your map?

    If you are, the "map size" isn't the issue... it's the fact you're using one massive image to show it. Never, ever, ever.... ever use one giant image for things like that if you want it to run nicely on a lot of devices. For PC it's not so much of a problem because graphics cards these days have like 8gb of RAM and stuff like that, but it will kill a tablet or phone, or even an older desktop computer.

    Break up your images into small tiles, or separate images to build your map from "pieces" - this will help a lot.

    If you already have broken up the map graphics into several pieces - this could also be a problem if there are simply too many objects. A decent PC can handle a good 10,000 static objects without much problem, but I notice even 2,000 objects can slow down my phone. If this is the case, then you may need to make some way of only creating the map tiles/objects if they should exist on the screen at the time, and literally destroy/delete everything that's not visible to the player.

    Have you got some example of how you are making your map? It will be helpful for a better suggestion to fix the issue.

    ~Sol

  • Why can't you just use an ordinary text box?

    If you want to make a nicer looking box to type in, just put the actual textbox off-screen and force set-focus to the textbox when you want the player to type in the name. Then create a nicer looking box on the screen for players to see - but it doesn't really do the hard work.

    You can reflect whatever is in the textbox just using some sprite fonts or whatever for your "visible to the player" version of the textbox.

    I hope this makes sense?

    ~Sol

  • You can create you own timer using deltatime.

    I'm at work (and about to leave to go home in about 2 minutes!) so I can't give any example right now... but deltatime will help you to resolve the problem. Hopefully someone else will chime in as well - otherwise I can see if I have time tomorrow to make an example for you

    ~Sol

  • Deltatime!

    Every 1*dt seconds vs. Every 1 seconds.

    TIME*dt = time*actual seconds

    ~Sol

  • You can't put images inside of form objects. You can't draw sprites or other graphics on top of form objects either.

    The only way to do something like that, would be to make your own custom text forum using a combination of images (sprites or tiled backgrounds) and a sprite font object. You have to make the scrollbar etc as well.

    No super easy way to go about it, unfortunately... but definitely possible for sure.

    ~Sol

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  • Every tick -> set value

    That's how you do it in C2.

    Alternatively, just use a blank condition (which is exactly the same thing as "every tick" just without having any visibly written condition)

    ~Sol

  • Are you creating your levels on different layouts?

    If so, you should just trigger to go to the "next layout" whenever your conditions are met.

    ~Sol

  • All good! Glad it will work for you

    ~Sol

  • Sweet! Thanks Colludium !

    ~Sol

  • You might need to post your capx for someone to take a look at.

    It's most likely just a conflict between how you're calling the animation to change, or perhaps somewhere if you are setting the initial frame, or something like that.

    ~Sol

  • Shameless *bump* for great justice.

    Any more news on the latest status?

    ~Sol

  • I can't look at your project because I'm at work, but I did play your example of the game and look at your backgrounds...

    You should be able to simply create the transitional instance and align it's position to the normal background using;

    set x position transition.object

    set y position transition.object

    -> to background.x+background.width

    -> to background.y

    This will simply "tag" it onto the end of your background as it scrolls along... once you are ready for the transition that is. I'm not sure how you're triggering the requirement for the actual transition, but let's say it's score based or time based... when the score or time reaches the desired amount, use this to trigger the creation of the transitional layer... it will already be in position (at the end of the current background).

    Once the transition has left the screen by (0-transition.width) then you can create the next background to appear in the same way.

    Hopefully that made some kind of sense

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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