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  • narFsnw maybe check out

    Subscribe to Construct videos now
    i haven't tryed it myself, but maybe it helps you.

    And thanks Ashley for the info about the text object.

    But the day/night cycle also depents on the type/perspective of the game. a sidescroll and a top down rts/rpg day and night cycle are vastly different.

  • You have to find a way around this problem. For example, when you unpause the game make a flashing circle with text above "move cursor here to continue" ...or some thing like that. hope that helps

  • Sounds like the 9-patch object is the right way to go for you. https://www.scirra.com/manual/151/9-patch

  • Just a quick thought about the topic, maybe it has something to do with double monitor setups ?!?!

    Sometimes I have weird alignment issues too, but I think it is because I have a 2nd monitor with a different resolution.

    I'm curious if anybody else with this kind of issues have a double monitor setup.

  • Problem Description

    FPS are ~50% lower with the text object than they are with the sprite font object.

    (especially bad, because it's a tip in the manual under performance tips https://www.scirra.com/manual/134/performance-tips)

    [quote:2xdrsoek]You can create an in-game display of these values with a Text object to keep an eye on performance while testing your game, using an action to update it Every tick:

    Set text to fps & " FPS, " & round(cpuutilisation * 100) & "% CPU (" & renderer & ")"

    Attach a Capx

    https://onedrive.live.com/redir?resid=D ... le%2c.capx

    Description of Capx

    A cluttered tilemap for the background

    A sprite that has scrollTo gets moved by 2 sine behaviors

    2 Timers are running to measure the average FPS

    every tick text and spritefont are set

    a button for convenient switching between text/spritefont object

    Steps to Reproduce Bug

    • start the .capx with preview over wifi
    • open the demo on an android phone in chrome or firefox
    • the demo starts with spritefont obj. for the displayed text
    • touch the button in the bottom left to switch to the text obj.
    • watch the frames drop <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Observed Result

    FPS are ok with the spritefont obj.

    FPS are droping when the text gets rendert with the text obj.

    [ EDIT ] it seems the problem only occurs with webgl, not with canvas2d [ EDIT ]

    Expected Result

    FPS are the same with both, text obj. and sprite obj.

    Affected Browsers

    ONLY MOBILE !!!

    Desktop is running fine

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (NOT TESTED)

    Operating System and Service Pack

    Windows 8.1 Pro

    tested on

    • LG Electronics Optimus 4X HD P880 (Android 4.3.1)
    • samsung galaxy s5 (Android 4.4.2)

    Construct 2 Version ID

    Construct 2 Release 173 (64-bit)

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  • Thanks R0J0hound

    My workaround was similar, repeat with array.width.

    But I thought it supposed to work like described above.

    If not, the topic can be closed.

  • Link to .capx file (required!):

    ArrayLoopindex.capx

    Steps to reproduce:

    1. load and start ArrayLoopindex.capx

    Observed result:

    loopindex expression from an array outputs 0 for each loop

    e.g.

    array width: 4

    loopindex expression output = 0 0 0 0

    Expected result:

    loopindex expression from an array outputs incremental numbers for each loop

    e.g.

    array width: 4

    loopindex expression output = 0 1 2 3

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    win7 / service pack 1

    Construct 2 version:

    release 149 (64-bit)

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