dop2000's Recent Forum Activity

  • You can right-click the layout and copy it, then paste to another project. Then copy-paste all events from the event sheet. If there are any objects or variables missing, the editor will tell you.

  • I think collision checks now are pretty well optimized and not as bad as they used to be. You shouldn't worry too much about running a few hundreds or even thousands overlapping/collisions checks on every tick or making complex polygons where needed.

    Creating many objects on every tick is also not that bad by itself. It's loading textures what's usually causing lags. So if the images are already in memory and the objects don't have many behaviors, spawning them shouldn't use a lot of resources. In my project I'm periodically creating and destroying thousands of small objects, and most times the lag is not noticeable.

  • They mention this: "Disabling "Memory Saver" and adding my site to "Always keep these sites active" completely fixes the issue."

    I checked my Chrome settings and it had Memory Saver disabled by default. I added *construct.net to the list of active sites, and so far the editor didn't lag today for me!

    .

    alastair Do you get this error in the editor or in preview? I learned that open tabs in the editor consume a lot of memory, so if you are able to load the project, try closing some tabs in it.

    If you can't even load the project, extract all files into a folder and delete all *.uistate.json files. After that you should be able to open it.

  • Add "Else" to the "CurRound=2" condition:

    CurRound=1 : Function Call CreateEnemies
    
    Else
    CurRound=2 : Function Call Boss1
    

    Also, you are making the same mistake most beginners make in Construct - using "Trigger once" where it's not needed, which can cause all kinds of bugs. Remove it from functions and try not to use it in your code until you fully understand how it works.

  • I did this by using an invisible flat tilemap and invisible enemies on it. The player character was also invisible and walking on the same tilemap. So under the hood the whole game was actually played on a flat 2D grid.

    I then translated their coordinates to the visible sprites on visible isometric grid. Here is my game:

    dropbox.com/scl/fi/aqiyoqg1907ghew482g0m/GreenShadow-eng.c3p

  • I've seen many people mentioning the same problem. You can disable hardware acceleration in browser settings, but it will run slow.

    Another option is to revert to the previous version of C3 - r317.2. If the browser keeps loading the current version instead, try clearing browser data/cache.

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  • Yeah, I've been using Construct for many years, and I still keep forgetting that each layout remembers layer visibility when you return to it. I don't think there's a setting to disable this.

  • Use Audio "Fade volume" action.

  • Don't use "Trigger once" condition if there are many copies (instances) of Chest sprite. It will not work correctly!

    You can simply move "Chest spawn Reward" action into event #3.

  • Check "Export file structure" in project properties. If it's set to "flat", you don't need to specify subfolder name.

  • It's not possible to answer your question without seeing your event sheet. Can you post a screenshot of the events, or share your project file?

  • Yes, use "Request URL" and put the filename testft.srt into the text variable.

    Or you can use something like this:

    Variable lang = Fr
    
    AJAX Request URL "test" & lang & ".srt"
    

    If the file is in a sub-folder, you need to include it too, for example:

    AJAX Request URL "Subtitles/testFr.srt"
    
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dop2000

Member since 26 May, 2016

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