tipztv's Recent Forum Activity

  • Can somebody shed some light on this? It still persists. Maybe yesterday I was lucky, I guess.

    Atm, I switched off the image compression option when I export the project.

    The weird thing I found is the uncompressed images size is actually smaller than the compressed one. Is this normal?

  • Problem solved.

    Seems like the crashes and the errors were caused by the temporary files made by C2 in the previous version. I cleared the temp files using CCleaner and it runs smoothly now. Maybe many other crashes issues that people are complaining about are cause by the temp files too?

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  • Btw, I can hardly save or export the project. The program just crashes when I click the File icon

  • Hi all,

    I'm using C2 beta 135. My project works fine in 132, 134. It still works fine in 135, but not until I export it to a WP8 project. I see several pngout.exe errors like so:

    <img src="https://lh3.googleusercontent.com/-mA_waYSZPxc/Uchyd1ibE7I/AAAAAAAAAFY/lyxO01ogg3o/s640/6-24-2013%252011-16-56%2520PM.png" border="0" />

    The exported project has over 100 images missing. Only about 100 images are exported. Anyone faces the same problem?

    I know this thread should be posted to the Bugs section but creating a new project does not reproduce the bug, and it has nothing to do with the events, just the pngout errors.

    I'm using Windows 8 Pro 64 bit. ATI 6770 with newest driver.

    Ashley

  • Awesome! Thank you!

  • Ashley CPU speed I guess.

    Taken from Unity docs:

    To draw an object on the screen, the engine has to issue a draw call to the graphics API (e.g. OpenGL or Direct3D). The graphics API does significant work for every draw call, causing performance overhead on the CPU side.

    Unity can combine a number of objects at runtime and draws them together with a single draw call. This operation is called "batching". The more objects Unity can batch together, the better rendering performance (on the CPU side) you can get.

    docs.unity3d.com/Documentation/Manual/DrawCallBatching.html

    Is something similar available in C2?

  • Hi all,

    I'm wondering how c2 deals with objects using the same image when they are in the window view.

    Are 10 objects using the same image will be counted as 1 object in the scene? or 10?

    If they are counted as 10 objects, is there any tricks to make them be counted as 1?

    In the past, I used Unity 3D. There are plugins that can be used to combine sprites into a bigger sprite sheet. Every objects in the scene use the same sprite sheet so that reduces the draw calls => better performance.

    This is not an issue for my game atm as it is running great on the mobile, I just want to know.

    Thanks!

  • bon4ire that issue is solved. Just use the template that comes with the plugin, use my above suggestion and it will work. There are two Landscape setting in the mainpage.xaml file (in the same line), make sure to change both of them

  • bon4ire change the orientation from landscape to portrait in the mainpage.xaml file

  • The plugin is buggy, and it is not even being supported by the developer anymore. It will stop working at anytime so rely on it is not a good idea

  • thehen maybe you should go to a local store to test it? the 520 (lower specs) is even more popular than the 920.

  • thehen which bugs are you talking about? Any bugs that you cannot reproduce?

    A friend of mine give it a try on the lumia 620. It runs a bit laggy :(

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tipztv

Member since 27 Jan, 2013

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