zendorf's Recent Forum Activity

  • I was going to post on here that we really need to have a way of globally editing all instances. It is obvious that you can select all instances of an object by left click selecting it in the object/project pane and then adjusting the variables/parameters you need.

    What is not so obvious, is that if you right click an object in the object/project pane (disregard the right click menu that comes up) you can then change any parameter/variable in your whole project!

    It is great to be able to change parameters on either a single instance, all layout instances, or all project instances at will. Gives you a massive amount of control and freedom. Wish I knew about this a few months back :)

    Not sure if this is documented or well known, but hopefully someone else finds this useful <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I have had similar problems in some of my games when there are large scrollable levels. It can be seemingly quite random slowdowns in framerate that then pickup back again. Haven't really been able to totally pinpoint the source, as sometimes recreating the level and changing object layers has resolved it.

    Seems mainly related to collision detection. For instance, a bullet object that has a collision event on a large scrollable level has caused massive slowdown in chrome/ie10, but when I get rid of this event, the framerate is back to normal.

    Are collision events being calculated for all objects in a layout or just visible ones? I have tried coding it so that it is only seen via " is in layout" but it didn't make much difference. Are collision events more efficient when they are on the same layer, or is this irrelevant?

  • Ooooh Yeah, this would be a massive help! Also having a way to paint the current selected sprite is sorely missed. Maybe by using a modifier key(shift?) and left click dragging in the layout would be great.

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  • Just wanted to give a big props to Ashley and Scirra for fixing this issue in the latest beta! It works perfectly now, from the quick tests I have done. This will make a huge difference to anyone creating a platformer.

    I am not used to seeing bugs fixed so quickly in the professional software I use, not even apps that cost 30x what C2 costs. C2 has definitely been the best purchase I have made in a while :)

  • Yikes, comic sans is the last font you would ever want to use :)

    I actually was trying fonts with node-webkit for the first time today to see if I could work it out, and it it worked perfectly. Was cool to see the font displayed in the layout in C2 as well. After following this tute it worked without a hitch:

    scirra.com/tutorials/237/how-to-use-your-own-web-fonts

    Maybe it is the font that you used? Some fonts may be more problematic than others? I just changed my .ttf to a .woff via Font Squirrel using the visitor1 font from Dafont.com:

    dafont.com/search.php

    you could always try this font as test and then go back to your original font.

  • Since I have already posted a similar bug report related to the pin and sine behaviours, I will wait to see what becomes of that. There is obviously a timing issue with behaviours mixed with standard events being calculated on a different tick.

    How deep in the game engine this code is, who knows? I can only hope that the powers that be fix this issue sooner, rather than later :)

  • I tend to break up my event sheets as much as possible, not for performance reasons , but for readability and organisation. Usually I have an event sheet called "common" that is used by every level. It is mainly a set of links to to other event sheets via "include event sheet".

    In turn these other event sheets can call on other event sheets via include events, so you can cascade that hierarchical tree idea as much as you like to break it down. Using lots of functions also helps organisation as these can also be on separate event sheets.

    Also, I find that creating family groups at the outset is important and putting instance variables at the family level is beneficial. Otherwise I start prototyping a game with instance variables on objects, only to later find that I need variations of these objects and have to create a new family and transfer all the events over to family variables which is a pain! Better to start off everything in its own logical family.

    If the sprite is not animated , you can just load in as many frames as you need into this one sprite and use frame offset to display each object. I tend to use this for tiles and non character elements such as bonuses, items, etc. The beauty of this approach is that all your logic, variables etc can run across many similar objects all within one sprite . A mini family as such.

  • Haematite, thats sounds interesting. Are there any examples or tutes on the web of this approach, as I would like to create one for myself?

    Are you saving and loading the tile data to XML via an array?

  • Ok, so I filed an official bug report for the pin and set position lag. Not sure if others consider the platformer behaviour lag as a bug or just a limitation ,and if I should submit it officially? Considering how many buy this software to create a platform game, I can't believe I am the only one that is annoyed by it?

  • Link to .capx file (required!):

    dl.dropbox.com/u/94794009/Contruct_examples/lag%20bug%20example1.capx

    Steps to reproduce:

    In this example I have 5 leader and follower sprites with slightly different setups. Really, all followers should be sticking to the leaders perfectly, but as can be seen this only happens in two cases...3 and 4.

    Examples 2 and 4 are setup with the same behaviours. The leader has a sine behaviour with a pinned follower. It can clearly seen that example2 is lagging but 4 is not! The difference was that example2 initially had a platform behaviour on it, that was then deleted. Also it had been cloned from example1. Seems that deleting a behaviour leaves some remnants?

    Also, examples 3 and 5 have no behaviours, but have a manual sine expression for the leader and a position expression for the follower. As can be seen, 5 is lagging, whereas 3 is not. The difference was that follower5 initially had a pinned behaviour that was deleted.

    Observed result:

    All follower sprites should be sticking to the leaders perfectly, but as can be seen this only happens in two cases...3 and 4.

    Expected result:

    All these setups should exhibit no lag at all.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Win8

    Construct 2 version:

    R119

  • admins, is there a way that I can move this thread into the bugs/dev forum or should I start a new thread there?

    cheers...

  • Wisher, thanks for the file, it is an interesting solution. Not sure how practical this is as I was not able to get it to work with multiple platforms. Don't know how this could be applied to a sine style platform movement, but I am playing around with your file and it does give me some hope!

    Ironically I recently came up with a dynamic lag setup using arrays, that I was using for some enemy behaviour. The enemy would be 60 frames behind the position of the player. Was wondering if this could be applied to platforms so that they are one frame/tick behind the player movement. Seems like a very unnecessary thing to have to do though!

    Squiddster, you may be right that some behaviours may be calculating on a different tick to the other events? Which leads me to an example that I hope Ashley can look at, since it illustrates some weird, inconsistent behaviour:

    dl.dropbox.com/u/94794009/Contruct_examples/lag%20bug%20example1.capx

    In this example I have 5 leaders and followers with slightly different setups. Really, all followers should be sticking to the leaders perfectly, but as can be seen this only happens in two cases...3 and 4.

    Examples 2 and 4 are setup with the same behaviours. The leader has a sine behaviour with a pinned follower. It can clearly seen that example2 is lagging but 4 is not! The difference was that example2 initially had a platform behaviour on it, that was then deleted. Also it had been cloned from example1. Seems that deleting a behaviour leaves some remnants?

    Also, examples 3 and 5 have no behaviours, but have a manual sine expression for the leader and a position expression for the follower. As can be seen, 5 is lagging, whereas 3 is not. The difference was that follower5 initially had a pinned behaviour that was deleted.

    This is doing my head in, trying to replicate the bug, so I really hope that Ashley can take a look at this file. This sort of inconsistency is unacceptable in a game engine.

    cheers...

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zendorf

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