Unconnected's Recent Forum Activity

  • I figured out how to use tile-maps to fake it. I am able to stack two tile-maps and erase on contact.

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  • I could use 4 sprites that overlap each other and move each one independently to make it look like a single sprite, It is still rather large in size though. I tried a single large sprite and it said images over 2048 isn't always supported in other systems. I didn't want to use a ton tiles(since they are the wrong shape) and I am seemingly unable to have tiled-backgrounds on different frames. Thanks. I will try a different method instead. I will explain what I came up with when I come up with it.

  • I usually try not to have plug-ins to try to prevent Issues when exporting to different platforms. I only have one and I hardly even use it. I like to know how to do everything manually. I will look at it though, maybe I can learn from it.

  • I am using Tile-Background.

    Note: I changed the numbers around. I was in a hurry when I typed it and it was bad math.

  • Just to keep it simple I will use simple math.

    From 45,45 to 90,90 I would like to know how to tile an object until it touches the other point.

    The two points may change at times. It may change to 0,0 to 45,45 or 45,45 to 135,135.

    The angle will always be the same 45° and only the length will change. The length will only change in increments of the tiled object, meaning when the length increases one more object should be tiled at the end.

    I am just unsure how to tile an object at an angle.

    It may be more simple to have a line drawn and then tile on the line every X pixels, not sure how to do that either.

  • I have a layer that is above the other layers. It is only black and white, where the white part of the layer shows what is on the lower layers.

    I am aware I can use a sprite, but the white part of the top layer will adjust in size as the game goes on. I don't want to have to make a sprite large enough so it doesn't pixelate when the sprite is at it's larger size. Is it possible to pick 4 X,Y coordinates on a layout and have the game fill in the area with a color? Or will that take up as much CPU/Memory as a large white diamond shaped sprite?

  • I say it depends on how advanced the class is. Students need to know the structure of things before knowing how to navigate properly. Someone can know how to do something, but not know what to do with it. Once you know how something works, ideas and concepts kind of fall in place. If taught from scratch some minds may wander in incorrect directions and cause a road block for themselves and for others who are following. Knowing the roads before exploring will always help navigate.

  • Both Capx files had the same events and performed differently. When I erased disabled events and unused objects in the Tutorial the frame rate went down and the CPU and Memory use went up. Only thing in the event sheet was to make 144 boxes in 12 columns and 12 rows and then nothing should be happening after that. Was only expected similar results for both Capx and high CPU usage didn't make sense.

    My computer was around 75% better in performance than most tested on a performance site, that wasn't the issue. I looked at the Optimizing Mobile Games article, the only thing I am guilty of was a larger screen resolution than needed. I was going to adjust it as needed later on, it is just easier to work with higher resolution. The 12x12 grid is needed. Since I don't need a background and I can't add variables to Tiles in a Tile-Map it is impossible for me to use a Tile-Background/Tile-Map for what I am doing, unless there is a way I don't know of. It is the only area in the whole game I am creating this many objects, it will be invisible and is being done to prevent preventable calculations later on to help CPU. It is nice to see a post that reinforced what I already knew though. I always try to optimize everything no matter what it is.

  • I am not sure what is going on now... I didn't think it would matter, but out of curiosity I erased everything that wasn't being used (disabled) in the Tutorial and performance went down.

    Tutorial

    144 green boxes on a white background

    50fps

    Starts at 48% lowers and stays at 38% CPU

    6.4 mb memory

    Renderer webgl

    A bit odd.. When I remove unneeded things from the project the performance goes down. The things I removed were disabled and Global variables that weren't being used because of the disabled events. This is good for me. I can stop looking for what is causing it. I would like an explanation though if possible. How something can be disabled and have good performance and then if deleted it effects performance for the worst. I understand if what was removed was mathematically supporting the enabled events, but they were disabled..... The ghost in the machine...

  • I downloaded a large tutorial. I studied it and disabled everything that wasn't needed for what I was trying to do. I created a new project that does exactly what the Tutorial does. The only difference is variable names and loop names. The only image that is used is even the same format, same 32x32 size and similar in file size. (My image 400 bytes and tutorial image 430 bytes). The project settings are the same. I don't notice anything different. On start up they both create 144 boxes using the exact same loop. That is all. They both just make 144 boxes and does nothing else. The tutorial is disabled so it can't do anything else yet. They are both being ran from single file Capx, not from project files.

    When they are ran in debug mode...

    Tutorial

    144 green boxes on a white background

    60fps

    Starts at 14% lowers and stays at 6% CPU

    2.2 mb memory

    Renderer webgl

    My File

    144 green boxes on a white background

    60fps

    Starts at 29% lowers and stays at 17% CPU

    2.2 mb memory

    Renderer webgl

    Both have the same canvas size, time scale, same scale, same project settings, same Window Size, both letterbox scale, ran in same browser, same everything as far as I can tell, even the Project configuration settings are the same. I even checked the layout properties/effects and the object properties, and they are the same. The event sheets even have the same events in the same way/order. The only difference is my file doesn't have any of the disabled events. Everything is disabled correctly. I disabled everything at once and only enabled the needed loop and the "on start of layout" call. If wanted I can remove everything unneeded from the Tutorial File to see if that helps. They 144 boxes are placed together in a 12x12 grid and look the same when ran.

    The CPU on mine runs about 11% higher than on the Tutorial. It doesn't matter if I am running them at the same time or ran separate. 17% seems to high for only rendering 144 boxes on a white background.

    Does anybody have any idea why this is happening? It is only the beginning foundation of a game, If I add more it will only get higher. I think 17% CPU is high for only what little is happening. I even started over a few from scratch and got the same results.

    All it is, is defining a function and calling a function. My event sheet consists of 4 Global Numbers and 2 events, 1 event has 2 conditions and an action.

    System/

    on start of layout/

    call function "Functionbox

    on "Functionbox" /

    "Run loopname 12 times" &"Run loopname2 12 times"/

    System/ create object loopindex...etc

    The events work, that isn't the issue. Just showing I don't have some Every Tick non sense. As soon as it creates all 144 boxes it shouldn't be doing anything, but it remains at 17%.

    I don't have online storage and prefer not to make an account anywhere for storage, Sorry I know it makes it harder. I do have Steam if someone wants to see the files.

  • 99Instances2Go In other words it allows you to create many levels using only one layout. You only have to use a few JSON files. Okay sounds good. Not sure how I missed something like that. Thank you.

    Thank you for the 2nd example as well. It will help plenty.

  • 99Instances2Go Thanks. I looked at it. It will be useful.

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Unconnected

Member since 6 Apr, 2016

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