Mr Lange's Recent Forum Activity

  • This is all excellent advice. I'm not using transitions but there is one or two OR conditions somewhere in the code. I'll start messing around to see what the cause is.

    And no I haven't the faintest idea how to do this grid thing you're talking about. Could I not just manually define things like once the player is within this area (that is a stage) load everything here, when not, remove everything here. I wish I could do the grid thing though that sounds a lot more convenient.

  • I might use separate layouts if it weren't for the runtime error that occurs everytime I either:

    Go to a different layout.

    Restart the same layout.

    Load a game save.

    I have been working on a different game and made a very large map, a size in the tens of thousands, and neither Construct nor the app so much as coughed about it. I heard layers were rendered as textures so it didn't make sense to me that it could handle images that large unless it were culling things off screen. Mind you this layout had several layers with various graphics and objects spanning the size of the map, the level layouts, decorations, background layers, game objects, etc.

    Loading only parts of the map when the player is near is a good idea too, but how do I do that? Do you mean loading external images in place of sprites? I tried that too and it was picky about what images were loaded. Some images worked and others gave me the same runtime error that changing layouts gave me.

    The error was something like "Microsoft C++ pure virtual function call" something or other. The game technically didn't crash, but if OK was clicked it would abort, and sometimes things like missing sound would happen.

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  • This may have been addressed before on the forums.

    I'm working on a game that's going to have ridiculously large maps, so I need to rely on Construct being able to work with large layouts.

    I was deciding on whether or not I should separate the game into many different large layouts for the stages, or if I should make one super-map in a single, stupidly large layout, with size values like 9999999, which it apparently allows and seems to work with.

    I haven't tested doing this very much and I have no idea what kind of things it might incur, such as growing unstable or leading to crashes, or very long load times, what have you.

    I want to know if this is doable and neither Construct nor the game will end up with serious issues like these if I work with one enormous layout for the whole game. It appears to efficiently cull only whats needed, but APPEARS to isn't enough for me to know. I don't want to get far into development only to wind up with sudden crashes that start happening.

    Does anyone know enough on these matters to say what could happen? If this is doable?

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Mr Lange

Member since 14 Apr, 2012

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