nacra's Recent Forum Activity

  • Ashley, would it make sense to offer an import of sprites, and spritesheets, via TexturePacker? As a way to let us optimize for certain platforms. But that’s a very different workflow from what Construct has now and might not fit the spirit of the product.

    For a more Construct-like idea, since you’re adjusting the packing algorithms, how about adding a control to project settings, to let Construct users bias the packing towards more or less memory use. Maybe set a max spritesheet size?

  • TaxiMan, when you run your game in the debugger do you see 1000MB of memory used? I’d hope you could see what was happening by watching memory use while playing and switching between layouts.

    To throw out a guess, maybe you need to unload specific images as you’re done with them. (System -> Unload unused images)

  • I think this describes it in some detail: https://www.scirra.com/tutorials/318/how-to-use-loader-layouts-to-make-custom-loading-screens (The article mentions Construct 2, but the Scirra staff link to it from Construct 3 docs.)

  • TaxiMan, I'd suggest reading this tutorial by Ashley, as it seems to cover some of the questions you're posting.

    Memory Usage:

    https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/memory-usage

    Also, in the article below, he recommends importing only 32-bit PNGs into Construct. The export processing compresses images after they've been put into spritesheets by Construct.

    Best Practices

    https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/best-practices

  • Beautiful!

  • TaxiMan, is there anything helpful in this tutorial? Optimize Exports: https://www.construct.net/en/tutorials/construct-3s-export-optimisations-4

    One interesting thing is to make sure Sprite images are two pixels below the power of two numbers, i.e., 30x30, 126x126 or 254x254.

  • Try the Restart Layout action, instead of Goto Layout.

  • I think most of us on the Construct forums will recommend the product, as we're using it. You should ask the same sort of question on the GameSalad and GameMaker forums, to see if you get enthusiastic responses there too. It might tell you more about the morale of the forums than anything else.

    But I'd suggest trying Construct to see if it works for the way you think. Your time is too valuable to waste working with a product you don't like, right?

    EDIT: A little entertainment here, as it looks like the OP is just out trolling. His only other post states:"I have some experience with other languages and frameworks..." while here he has "...zero experience programming", while suggesting vague knowledge of Construct performance and publishing issues.

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  • Shift-Enter works for me too - working in the Windows Store build of Construct 3.

  • I'm guessing you haven't drawn any tiles to that tilemap object. ?? Because you'll see them as you draw them in the editor. If you look at the Tilemaps sample project, in the Beginner Examples, you'll see that the Tilemap object is drawn to the layout, like you've done, and it also has a tileset, displayed in the editor by the Tilemap Bar. Click the pencil icon in Tilemap Bar, select a tile from the set and draw it on the layout, in the Tilemap object. (Maybe not the clearest of naming conventions there, but still pretty simple. :-))

    And you ask about resizing tilesets in the editor, and I don't think that can be done there. Better to do it in a bitmap tool like Gimp that can do a good job of scaling.

  • And just put your swipe sprite(s) on a layer with your other GUI elements, setting the parallax to zero. That'll keep it on screen and in the same position while panning and zooming your other layers.

  • Ubru, I'd first try rotating, and moving, every 0.1 seconds instead of every tick.

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nacra

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