kenhes's Recent Forum Activity

  • I have a group of events that "activate" when an object is touched.

    Say I want to activate those events without actually touching the object, how would I go about that?

  • Good suggestion. Had tried taking off ARM support and that sorted it. My game is only 5mb. Apparently all apps are starting slow on Windows RT due to lack of optimisation with the processor. Hopefully MS will be fixed soon.

  • My game just failed the Windows Store certification test because of this:

    3.8 Your app must meet the basic performance criteria on a low-power computer

    �The app must launch in 5 seconds or less

    �The app must suspend in 2 seconds or less

    How/Where can I affect this in Construct? Reduce the image sizes?

  • If someone buys my game, will it also appear "bought" on their other devices with that profile? Or do I need to sync/roam something?

  • Solved it by copying the contents of the plugin folder in to the metro folder that is created when running the install.

  • I can't use the plugin either...get the same error. I'm running it on C drive which is where Construct is. And ran it in an elevated command prompt.

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  • Is there a destroy event for "bullet particles"? I couldn't use real particles because I needed multi frames.

    So, at the moment, all those images are falling out of layout and using resources until I destroy the object.

    Edit

    OK. I think I have a way to trigger a destroy before too many resources get used. It's a workaround but will do the job. Thanks for the help guys!

  • Not sure. How would I make that work with the on frame changed condition? I tried changing it to an "every x seconds" condition and linking it to the on touched trigger, but it only changes the opacity once (when touched).

    These events need a constantly changing condition. On frame changed is the only one I can find.

  • All good ideas! I'll try them in a bit. Thanks!

    Just a clarification needed now...I have a bullet object that is spewing out hundreds of "images" per second. Are each of those images destroyed as soon as they go outside the layout? Or does the origin need to be outside before they get destroyed?

    <img src="https://dl.dropbox.com/u/10196246/destroyed.jpg" border="0" />

  • I did. Unfortunately I have other things depending on frame changes of the animation. If there's only one frame that waits, it doesn't count as a frame change.

    <img src="https://dl.dropbox.com/u/10196246/on%20frame%20change.JPG" border="0" />

  • I've been doing animation timing on some sprites by using duplicate frames (to keep time with other sprite animations). Now I believe those duplicate frames are using up resources. I've tried changing the timing to code based, but can't get it working as well. Is there a way to link duplicate frames?

    Not a huge thing, but I'm trying to keep the size of the game as small as possible.

  • Is there a way to see what's happening outside the layout at runtime? I've put "destroy outside layout" behaviours on my particles. Do I just trust that it's working?

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kenhes

Member since 17 Oct, 2012

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