dop2000's Recent Forum Activity

  • Ashley It appears to be a different problem:

    Note: This project doesn't even open in previous versions (I tried r388.2, 388, 387, 386, 385, 384, 383, 382, 381, and 380) so I wouldn't be able to change any names of anything inside the project

    I wish console errors in Construct contained more useful information. They are often too vague or illegible, like "Invalid name" or "Error Zx.fs in qf.gu"

  • How is the sprite moving? Do you use any other behavior, or moving it with events?

  • Yes, if it's per tick, this is definitely too much. You can try optimizing events which use collision checks - On collision, Is overlapping etc. Also if there are lots of objects with behaviors like Bullet, Platform, 8direction - disabling them when they are not needed (say, when off-screen) can help.

    Finally you can update collision polygons in objects, make them simpler by deleting unnecessary points.

  • I would try adding it to Index.html in the exported game.

  • Only you can answer this question, because there are million things which can cause poor performance. Run the game in Debug Mode and check these things:

    • FPS, CPU and GPU utilization. For example if CPU is 10% and GPU 99%, the problem is likely with graphics and effects, not with your code.
    • Number of collision checks per tick - over 1000 could be bad for performance.
    • Number of object instances on layout.
    • CPU/GPU profiler tabs.
  • You can add another event: If ControllerAxis=0 -> Set ControllerAxis to 360

    Or with a single action:

    Set ControllerAxis to (ControllerAxis=0 ? 360 : ControllerAxis)

  • I did some tests and the results are interested. Displaying 2048 random 2-digit numbers on every tick:

    • A single text object - 3 fps
    • A single text object with bbcode (random color for each number) - 15 fps
    • A single spritefont object - 144 fps, 25% cpu
    • A single spritefont object with bbcode - 30 fps, 100% cpu
    • 2048 separate text objects - 5 fps
    • 2048 separate spritefont objects - 75 fps, 70% cpu

    For some reason text is rendered slightly faster when it has lots of bbcode tags. And the winner is a single spritefont, it's massively faster, but it doesn't like bbcode.

    Since you only need to display 16 characters, you can add highlighted versions of them to the spritefont image and update the character set in spritefont properties. This way you can display white or red numbers without using bbcode.

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  • Like I said, ask your questions on the forum. There is also a very active Discord server:

    discord.gg/Z6jjNQys

    And of course you should study tutorials and official examples - it's the best way to learn Construct.

  • But opacity=0 is not the same as visibility. It's not possible to check visibility in an expression. There is a silly limitation in Construct that expressions can't return boolean result - visible/invisible, enabled/disabled etc.

  • Spline is a simple behavior. Add points one by one, and the sprite will move from point to point.

    If you have any questions, ask them here - this is what the forum is for.

  • I've been getting inconsistent results using the second method. Sometimes the colour looks completely different like in the screenshot below, where red displays as blue. Could you explain why this happens?

    You can't use online tools. C3 uses some custom formula for colors, so you need to convert r+g+b values with rgb() expression. Make a little project with 3 text inputs and a button.

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dop2000

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