LittleStain's Recent Forum Activity

  • > this is cool, if u find, can u help me?

    >

    Yeah if I figure it out I planned on sharing

    Like I said, most of it is animated sprites..

    Once you've got the animation it shouldn't be hard at all..

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  • I'd do something like this:

    ChitChat,capx

  • I guess the issue is that event 13 is only triggered once..

    After that one tick, event 6 is true again and takes over..

  • There must be an action where you set the dictionary content, right?

    But if you are talking about resetting the instance variables of a global object (Dictionary is usually set to global), you should make actions for that..

    Global objects keep their values, because they are global..

  • > A .capx is worth 1000 posts. If you have a performance problem, reproduce it in a minimal .capx and share that. Then I can profile it and get some actual data on what is going on, rather than just aimlessly speculating. You should also not use any third party plugins in such .capx files (as per bug reports). If the performance problem is caused by a third-party plugin, it's not our problem at all.

    >

    Ashley

    As I said upthread, I was hoping to get feedback on what potential issues could be causing it so I could fully test/tweak as much as possible before reporting it as a bug .

    Since I'm loading a TMX at runtime, which C2 doesn't support, I'm using a 3rd-party plugin to bring in the files - though there's no reason it should impact the performance in this case since it's not active after loading the file, and hasn't previously affected performance. The performance issues can be traced directly to how much of a tilemap is on-screen combined with how many tilemaps are on-screen at the same time with nothing else going on other than loading the TMX and setting the tiles on the appropriate tilemap objects. Performance is also affected by what portions of a tilemap are on-screen, and when portions of the tilemaps are visible that don't have a lot of repeating areas of a single tile, there's a hit to the framerate. Using tilemaps versus not using tilemaps is the only variable in the scenario I've described in above posts, with tilemaps affecting performance vs. no tilemaps not affecting performance.

    And still, a capx is worth a thousand words..

    Sharing a capx isn't the same as filing a bug-report..

    Can you recreate this framerate drop in another capx?

    Maybe you could import the tilemap from tmx and then export asjson, so in a new layout you can load the tilemap from asjson to see if the problem persists..

  • > You should be able to get the scale with: windowwidth/originalwindowwidth

    > It most likely won't work the way you'd want it to, though..

    >

    LittleStain Well, it's a bit bigger, but it doesn't reach the full length. Does it need some sort of clever calculation that figures out the users aspect ratio and divides the height in or something?

    I'm sorry, but I don't think I can be of any further help on this topic..

    You'll have to re-invent the wheel yourself, or use the one that is already available..

    I gave you a link to a working example of one way to do the scaling and I guess that's all I can do..

    By the way, you should really adjust the origins of your sprites in the hud example capx..

    Also, adjusting the settings of the anchor behaviour is ofcourse nescessary for it to work..

  • First thing I see is you aren't referencing any instance of the extras family in the event that calls the function..

    Secondly I don't understand wha\t the timers are supposed to do here..

    Timer listening is called to start when listening, but on timer end you set the animation to listening?

  • you can do this easily with bullet behaviour, there is a moveto example in the new project dialog..

    Just set the speed based on the distance..

  • Not sure about the rest of your questions, but if I use a system repeat 10 times create tilemap, I get 10 tilemaps..

    If I create a tilemap every tick, the count rises by 1 every tick, so there doesn't seem any limitation on the amount of tilemaps..

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LittleStain

Member since 26 Apr, 2011

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