alastair's Forum Posts

  • Mainly the control problem that Lucid mentioned is worrying me.

  • I'm wanting to load images externally, is the only way to do with the "tiled background" object? At the moment I'm loading 256x256 images, but it seems to pause a lot when I load the image (I think its longer than it usually does to load sprites into VRAM from other frames) when I use the tiled background. Is there an object that will do it faster?

    I know "sprite" object can load images onto a frame of animation, but I'm wanting to have a lot of unique images on screen so using the sprite doesn't seem to be an option.

  • Can someone post that the functionality of the layer zoom/offset are swapped (in events, offset does zoom and zoom does the layer offset) on the bug tracker, I can't remember my account.

  • I recently mentioned Construct on the MMF2 forums but it got censored, lol.

  • Also, I read having giant images can cause problems so I chopped up the tiles image to 1024x320 rectangles, but that didn't seem to do anything :T

    The computer will treat that as a 1024x1024 texture. It would be even better, if you cut it to 512x320.

  • I just made my own simple program using the image manipulator, much easier this way.

    <img src="http://dl.dropbox.com/u/1024727/imagetile.png">

  • Thanks for the responses, I don't really understand how to command line stuff though.

  • Does anyone know a program that can split an image into tiles? One that works like Construct's "import frames" cutting thing, except I want to export them as individual files rather than as frames in construct.

  • Yeah I can easily load them at separate times, that shouldn't be a problem. I guess it should be smooth loading 256x256 sprites.

  • I'm making a scrolling game, that uses painted backgrounds. I didn't want the vram to be really high, so I tried keeping all the objects in a storage frame, then creating the objects on the frame when I need them (so the whole level doesn't have to be in the vram) then deleting them when they're out of frame.

    At first, I thought I'd just have a couple of 1024x1024 BG sprites displayed at time, but when 1024x1024 textures are loaded into the frame there is a stutter/pause when it is loaded into vram. When I halved the textures to 512 x 512, I don't notice any stutter. However, I'm a bit worried that it might stutter on other computers, perhaps if I reduce the the size to 256 it might safer?

    Is it best not to use this method of loading into VRAM, and just stick to the normal "load entire frame" at start up (it'll probably be around 90mb vram)? Or is it okay to do this?

  • Mac/linux/windows all I care about, the greatest hardware for gaming is obviously the computer.

  • Yes ZOOM actually works perfectly through events for layers. HOWEVER, you have to use "zoom offset" NOT "set zoom". Seems they've made a mistake, and swapped them around by accident?

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  • Do I need to use timedelta on everything?

    If I'm going to do something like: always:add 1 to angle. To save having to put timedelta all over the place, can I just use the timer instead? Like: every millisecond: add 1 to angle. Would save a lot of timedelta placings...

  • You're right actually. When you try and trigger the controls with events (such as when "move left" is pressed, it uses the original control that's set in project properties). However the custom controls work fine with behaviours.

    Are you going to fix this? Or have you given up on it? Would be a shame to have it go, it's probably the most useful plugin as its the only way to customize controls.

  • Looks nice ShadF.