AnD4D's Forum Posts

  • I'm making a game with a lot of information on an array. In the first group of events, I have approximately 100 events as arrays in the top section. I can scroll through this without any issue at all.

    For my second array, I've changed things up slightly to make things easier for if I expand in the future. I now have a events that:

    Adds info to the array

    Add 1 to a local variable

    Set size of array

    It's a little more complicated than this, but all it really does is constantly switch between System event and array event. For some reason, scrolling through this section is where things slow down. As soon as I move back up to the first area, however (which, in my opinion, contains more on screen data) things immediately speed back up.

    I thought this screen was mainly just for visual reference. Am I mistaken? Could it be the icons slowing things down?

    Anyone else experiencing this?

    Just for reference, I only have 20 events, however, 2 of them contain over 100 actions.

  • If it was "If Instance.Var = 10", then that would need to be below the collision, rather than above, but what Arima said, I understood this as the top picking event, not a condition to see if the object actually existed.

  • Tom, yup, that's what I used to create my logo:

  • Tom, although I've made one of my own, do you happen to have a "Powered By Construct 2" logo?

  • When loading times are longer than the company logo, I have no issue with it. Nearly every game has a short splash screen.

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  • I have my company logo appear just before a loading screen, for a total of 2 seconds. I'll put the C2 logo just before that for the same amount of time.

  • I'm going to have a powered by Construct 2 appear as the first thing. To me, it's no different than the Unreal Engine logo appearing at the beginning of a lot of games.

    Even if it helps attract a single customer to Scirra, then it's worth it.

    You can get their logo from their press kit, located here: https://www.scirra.com/press-kit

  • What are peoples' thoughts on adding a C2 splash screen to the start of their games?

    I'm currently working on a Nintendo WiiU game, and about to put it through its final stages, when I've decided that I'm going to include a C2 splash screen.

    I've also got 2 interviews lined up with game media sites, and I've specifically asked if I can promote Construct 2 to try to encourage others to give it a go, and they appear to be really excited about that prospect.

    I know I ask a lot of questions on here, and I can be pretty blunt with my words, but I really appreciate what Ashley and Tom have done over these last few years, and anything I can do to help them. I hope they have learned over the years to put up with my groaning and moaning, and especially the idiotic questions. I'm not the greatest writer when I'm sleep deprived I'm an early adopter, and have stuck with C2 for this long. I know I couldn't have done what I have achieved over the last year without Scirra's help, so this will be my mini-way of paying it forward.

    I'm just wondering how many other people are doing this? While some companies force a splash screen on you (Ludei?), Scirra give you a choice. I'd encourage people to include a splash screen at the beginning of their games to help Construct 2 hit their 1 million mark sooner than expected. Even for just one game.

    Ashley Tom I'm really impressed with what you guys have achieved! My sincerest congratulations!

  • I still find SpriteFont a pain, so I only use it when I really need to. I had lag with my text with CoCoonJS, but I set the trigger to once and it sped right back up again.

  • Arima I thought we were meant to put the collision conditions at the top to ensure we take advantage of the new speed increases...

  • keepee So you can! Is it worth re-exporting my project for this change? Will it make even the slightest improvement to performance?

    If the answer is yes, then I will go ahead and do that.

  • Katala

    Thank you! This should help me greatly! I have a feeling the other way I was doing it was quite intensive.

  • I wonder, is the "Not overlapping" just as hungry as the "Is Overlapping"? Or is it more, because it's happening more often?

  • Does anyone know of a non-cpu intensive way of measuring a physics objects' angle of motion?

    ATM I base the angle on an earlier position and compare it to a current one. However, to get this smooth it is calculating it every 0.01 seconds, and I think this may be pretty intensive.

    Say for example I'm trying to 'animate' an arrow so that it launches into the sky and falls down, with the arrow head always leading the way. The thing is, I have to use physics.

    Any ideas?

  • I'd like to have a private Wii U forum here. I am not keen on the Nintendo Forum at all. No alerts, no emails, just have to keep checking every few hours to see if there's been an update.