Daedolon's Recent Forum Activity

  • I understand. Thanks for the tip !

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    gaweb-studio.com/textbug.capx

    Steps to reproduce:

    1. Add 1 text

    2. Set text to contain 1 line

    3. Display textheight

    4. change text using set new text with at least 2 lines

    5. Display textheight again

    Observed result:

    for 3. and 5. returns 0

    Expected result:

    the textheight which will be different for step 3 and 5

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    windows 8

    Construct 2 version:

    r158.2 64bit

  • A few previews of the novelties

    The summoner and its elementals:

    <img src="http://www.spooky-heroes.com/images/summoner.png" border="0" />

    The mage and its 4 elemental colors:

    <img src="http://www.spooky-heroes.com/images/mage.png" border="0" />

    The minotaur :

    <img src="http://www.spooky-heroes.com/images/minotaur.png" border="0" />

  • Another player had the same problem with tutorial. I will add a text to help beginners :p

    Sorry about that !

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  • Yop all !

    Almost 2 months without news. Quite busy lately but I'm back !

    The new 0.4 version offers quite a few novelty :

    2 new heroes :

    • Summoner : Has8 summon points and can summon elementals. By casting the same spell, if the elemental is alive, he becomes stronger and unlock powers. The max level is 5 meaning a summoner can have 4 elementals lvl 2 or 2 elementals lvl 4 or any combination reaching an amount of 8 summon points.
    • Mage : Has all elemental powers (except lvl 5 powers) and his lvl 5 power allows him to switch between elements.

    2 new enemies :

    • Air elemental : Zap, Slow, Speed et Storm
    • Fire elemental : Fireball, Fire walk, Fire shield, Flame thrower

    2 updated enemies :

    • Earth elemental : Rock throw, Body slam, Body crush, Boulder crush
    • Water elemental : Ice ball, Ice spikes, Ice shield, Mass heal

    1 new boss :

    • Minotaur : Beware his charge and axe !

    1 updated boss :

    • Plant Queen: Each head is now separate and has its own life.

    2 new stages :

    • Mountain 2 : Classic stage with new trap
    • Maze : Find the good lever order to escape from the maze

    1 new trap :

    • Fire spitter : Throw fireballs.

    2 new mechanisms :

    • Pressure trap : Trigger a trap when the player steps on it.
    • Falling platform : The platform falls when a player steps on it and goes back to its original position when the player leaves it.

    Controls :

    • The "Jump" key on the keyboard has been separated from the "Up" key to avoid control problems.
    • The "Jump" key now enables all panels in game (quest, map, discussions, tutorial...).

    Optimization :

    • Animations have been reviewed to lighten the game size.
    • Monsters are now disabled when outside of the screen for more than 5 sec, to optimize game performances.
    • Summons are now teleported back to their summoner when they are out of screen for more then 5 sec.

    Bug corrections :

    • Quest "Rheumatisms" has been corrected (The 3 plants were at the stage entrance)

    And many more stuff I forgot about !

    Download the new version spooky-heroes.com/Spooky_Heroes.zip

    Once more, stages are quite empty, I'll fill them later. Also, more quests will be added later to extend game lifespan.

    Have a nice day !

  • Thanks for your answer Ashley &LittleStain. I've been able to diminish the memory usage thanks to that and I didn't start optimizing images yet. Also after reading the links given by LittleStain, it was already explained in those.

    So sorry to have bothered you about something already answered !

    Have a nice day/night !

  • Another question I had about this was that only the total memory use is quite big. But actually, when the player play normally, the memory use is not that big.

    Isn't there a way to make the game load everything piece by piece ? For the moment, it seems like the game loads the whole images at once and since it becomes too big, some images are lost. Can't I make the game load it more slowly ?

  • Ok I'm gonna check this.

    In worst case, I was thinking about creating separate parts for each characters (head, arm, body, leg, foot) and animating them directly in the code with the PIN behavior.

  • What is the x4 factor for ?

    Also, even if I reduce my images, it seems like if a game has a lot of different sprites, the memory usage will still reach a high amount, causing the same problem I have now...

    How do other platforms with big sprites usually do to reduce this problem ??

    Actually during the game the memory usage is under 70Mo, it's just during the loading that it fails to load images...

    Isn't there a way to prevent this problem ?? Because so far, it seems like my computer can't handle more than 400Mo memory usage during loading(displays black box instead of sprites). even if I reduce the sprite size... I'll still need many more character which will still reach this 400Mo limit...

    Does that mean there is no solution ?

  • Hi all,

    I'm working on the Spooky Heroes project :

    scirra.com/forum/topic78999.html

    I didn't pay too much attention to memory use since the game is aimed at PC and images are not that big.

    However, I reached a point where the game does not work anymore because of this and I can't figure out how to correct it. I posted in the bugs section and Ashley pointed out the problem came from the memory use :

    scirra.com/forum/topic82826.html

    I searched for a solution but I'm lacking knowledge as to how C2 actually works with images and sprites.

    Let me explain :

    I wish to offer many kind of heroes as well as many kind of bosses to fight against. And the game is animated which means a lot of frames and sprites. I created all animations with Flash and exported them to PNG.

    When I check the folder size for the boss number 2 for example, all frames and animations included to this character, Windows indicate me a size of ~8Mo.

    When I import them in C2 and place the instance on a loader layout, the memory usage indicates 130Mo used !

    So I read articles and about the need for sprites to be a power of 2 (128x128) but even so, it seems a ridiculous amount of change between the 2 values !

    The boss 2 is ~200x520 in size which means if it becomes power of 2, it will use 1024x1024 in memory ? Is that correct ? Does it change the size for the whole animation ? the whole sprite ? if one frame change to 1100x1100 for any reasons, will it make 2048x2048 for the whole sprite or only this frame ? Or this power 2 rule only concerns tiled backgrounds ?

    When the games loads on launch, it can't loads everything because of t0o much memory use and display black squares instead of the actual sprites.

    For the moment a normal character on windows indicates a 2Mo size but in C2, it indicates 15Mo. I have 13 normal characters...

    Right now, the memory used on the preload page is 550Mo in total (with backgrounds and all)... Even if I optimize all of them, I will still need more of them and the size will still be a lot. I fear that I won't be able to implement everything I want for this game because the memory use on first laod will be too high.

    Could you give me more information about all this stuff because I'm guessing I'm mixing up things and it's quite confusing.

    How to make this work ?

    Thanks !

  • Finally uploaded, here is the link :

    spooky-heroes.com/Spooky_Heroes.capx

    I have not been able to check if the problem occurs on another computer, only have one.

    I just updated my graphics drivers and tried again but still, same problem.

    The preload layout contains all needed sprites.

    In the init sheet at the end, you can change the starting hero by changing "player1character" in the states dictionary.

    To reproduce the bug, open the mountain1 layout and load the game. Some sprites should not display properly.

    If you delete the elementalAir and the elementalWater from the project and change the player character to another existing, the problem does not occur.

    Also, since it's my first C2 project, there must be a lot of errors or optimization to do. Since the game runs quite well for the moment, just let me know if there are really huge mistakes in it.

    Thanks !

  • Hi all,

    First, I know there is a special procedure to report a bug however I already found the problem and can solve it. The problem is the solution prevents me from adding more sprites. Moreover, the capx is 60Mo and my connection is just crap and keeps failing the upload. I'll keep trying to upload it but meanwhile, I was hoping somebody might already have an answer to this.

    Let me explain the problem because it is quite simple.

    I'm working on the Spooky Heroes project :

    scirra.com/forum/plateformerspooky-heroes_topic78999.html

    I have a lot of different characters (~20) with many animations (~20 per characters). I created a layout which is not used where I put all my sprites to be able to load them in the other stages layouts.

    The problem is that since I added the 2 latest characters sprites, some other sprites display a black box the size of the sprite instead of the sprite itself. Here is an example :

    <img src="http://www.spooky-heroes.com/images/bug1.png" border="0" />

    And here is the panel in the software :

    <img src="http://www.spooky-heroes.com/images/bug2.png" border="0" />

    As you can see, a torch should be displayed in place of the black box.

    My two latest characters are the elementalWater and elementalAir you can see in the second screen. When I delete them, the black box bug doesn't appear. Morever, I used a crystal ball Webgl effect on the characters before and the bug even happened to the UI (top left panel) displaying black box too. I removed the effect and there were less black boxes.

    There are only 3 lines of code related to those 2 new characters so I don't think this is a code problem.

    I'm guessing the bug comes from the way I use or call images. Is it ok to create a not used layout and just put everything there to be able to load them elsewhere ? I do that because players can choose heroes so I need all of them available, and some heroes are able to summon some other characters... I want to avoid copying all characters in all layouts each time since there will be a lot of stages (only 7 for the moment) Moreover each time I create a new hero or character, I'd need to add it to all layouts again...

    Once more, I'll try to upload the capx but if anybody could help without it, that's be very nice of them.

    Browsers affected:

    All

    Operating system & service pack:

    Window 8

    Construct 2 version:

    152

    Thanks !

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