Pixel perfick's Recent Forum Activity

  • There are lots of ways of doing this...

    Here's one

    you can give your object an instance variable lets say cooloff

    then add "cooloff <= 0" to your fire trigger meaning cooloff must be 0 or less to work

    then when you shoot add a value depending how long you want to cooloff

    on mouse clicked      fire bullet

                          set cooloff to 20    (adjust this number to suit)

    then the condition...

    cooloff > 0     subtract 1.0*dt from cooloff

    sorry bit rushed, hope that helps...

  • These are brilliant, That's a lot of work...

    I feel like making a game just to use them, If and when I do I'll be sure to credit you, Thanks for posting these...

    dimakoles said

    6. "What is next? How Ashley can check am I pirate or not?"

    Answer: He reads Your forum posts...

  • Sorry for delayed response, glad you got it figured...

  • Oh I like the snowball shadow too, helps bring it to ground better...

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • MrFrettz Yes that is much better, I think you have it about right there, certainly adds a layer to the gameplay,does not feels as fire and forget, you have to focus more on a single opponent, how do you think it works?

  • Changing layout destroys any objects that are not global, so should have no effect on performance...

  • "firstbackground" is 1888 x 2816, and its not the largest...

  • Having said all that,I doubt memory is your problem, I just took another look at tutorial level 4 and you have massive sprites with collisions enabled 1888 x 2816!! I am surprised it runs as well as it does, just cropped the collision boxes and got a very noticible framerate increase...

    also you have a lot of every ticks that could be reworked or removed completely...

  • A good rule of thumb is have double the minimum video ram,required for the application but obviously the speed of the memory and GPU speed will have a big role in performance, especially if shaders ect are used...

    the system expression "ImageMemoryUsage" gives a figure of video ram usage, but does not include sound files, that your game has many of...

    If all preloaded, they could take a sizable chunk,of system ram I guess...

  • Regarding specs, pretty much all the work is done by the graphics card so that rings true, I'm running dual core 2.8 with 4 gig ram and Win XP, with ATI radeon 3400, 256 meg graphics card, most stuff runs very well on it despite being pretty old...

    Definitely get rid of the text objects, as you say global var will cover that.

    A text object to show Construct 2's FPS calculation, would be a good idea though, as fraps itself could be eating into your performance...

  • Can you be more specific on where the framerate is poor? , I got the odd jitter, but for the most part it ran very well, also there is no FPS indicator, so it's difficult to compare if changes are having an effect...

    Every tick events can slow a game down, if they are forcing an event that is not needed every tick, text objects are also likely candidates for frame drop, I saw them in objects, but none on screen...

Pixel perfick's avatar

Pixel perfick

Member since 18 Nov, 2012

None one is following Pixel perfick yet!

Trophy Case

  • 12-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

14/44
How to earn trophies