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  • yea I don't think it matters if the collision is enabled or not if you don't have anything that does a collision check on them.

    Also exporting large images is also not ideal depending on the circumstances, it's a bit more complex, so having invidual sprites that you reuse might be better:

    https://www.construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

  • Interesting, I always thought c3 was a PWA, not a chrome app.

  • will you share the link to the post?

    https://discord.gg/VwqCUMFc it's in the #tips Channel, though you would need to adapt it a bit to make it work in your case.

  • You could also scale the text by turning it into a mesh and scale the points, which allows scaling the text without needing a offscreen redraw.

    But this is a little more advanced, I made an example in the commmunity discord.

    Otherwise do what dop2000 suggested.

  • My guess is that the tween also changes the text objects font size, requiring an expensive redraw. Tweening a text objects height width in a hierarchy can be expensive.

  • You can see this in action if you add a few more instances, the "compare instance variable" get's even slower as it has to loop through each instance and check to do the picking.

  • I think the reason is that the compare instance variable is also doing picking of the sprite, but regex isn't.

    If you do system compare two values instead (not pick by comparison) it is way faster than regex for me, about 50% faster.

  • check out families

  • change the tiled background to clamp vertical

  • I don't really have a proper solution but:

    You can set a minimum framerate, this clamps dt to a maximum. Making games run at slow motion if they fall below that, this is set to 30 fps by default. So this is basically a fixed tickrate, at least from one way.

    I think ideally you don't want to design the game around extremely tight timings and precision. Not only for dt but other imprecisions like input delay etc. in case the player has to react.

    Alternatively you could instead animate something like this with the timeline, which I think will be much more consistent across framerates.

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  • I'd suggest taking a look at the advanced random object, especially the permutation table.

  • This is an effect that is done on top, after the game has been rendered, so it would lag more.

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fedca

Member since 6 Jul, 2017

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