Jase00's Forum Posts

  • Whilst I love this update, It's broken my whole clothing engine, along with my combat system in my project. I'll work with it though, it's better in the long run :P

    EDIT: Actually, No, this is so difficult to work around. Rolling back to previous update :(

  • Yo

    So moments ago today, I was experiencing a weird thing in C2 and my computer, and almost lost my project, even backups were buggering up (Long story short, the backups that C2 creates were storing previous backups, so the more I saved, the more space seemed to go in my computer) I could have avoided this by saving a backup in another medium than my main HDD, so whoops lol.

    You can read what happened to me in this thread:

    scirra.com/forum/topic66721_post410135.html

    Thankfully, I had SOME backup that wasn't corrupt and I can recreate a weeks work of work which I'm pretty damn happy to do since I got to keep my project in the first place!

    So everyone, what memorable disastrous things have happened to you whilst you were developing a game? I find it's usually at times where you mind-numbingly program, forgetting to save, thinking "Just one more event"... then bam, you loose all the work you've had from a random software crash, or a power cut, or a massive wasp flies in through your window and you crap yourself, and decide to pelt towards the door but accidentally knee the Power button which has the old "Instant Power Off" function for the power button, and loose all your hard work (true story).

    Gogogo

  • Oh Right haha, I remembered incorrectly, I was thinking of this:

    When making backups of folder-based projects, Construct 2 now writes the backup to temp then copies that to the backup location, rather than backing up directly to the backup folder. This may help fix some freezes during backup (if services like Dropbox had tried to start reading the backup before C2 had finished writing it).

    scirra.com/construct2/releases/r125

    Not gonna lie, but I haven't inserted any massive files or anything into my project, no vids or large images or large sounds/music, nothing that I'm aware of, but ever since r125 (iirc) my saves have been brutally slow. I've had to turn off my two extra backups (one to another location and one to dropbox) because when it begins copying, it takes an astronomical amount of time when it copies over those two. I will review my project and see what I can find out.

    EDIT: Ok here are my discoveries. I'm pretty confused to be honest lol

    My main Construct 2 project file is a nice small 986kb

    All the folders for Animations, Event Sheets, Files, Layouts, & Textures, all add up to 17.6mb

    The "Keep backup copy" option is set to 100 for me, and I have 100 backups which is cool; but here's where it gets interesting (Bare in mind, I have no clue how C2 works and handles saves so I might just be being stupid)

    The earliest backup weighs 72.9mb

    and the latest backup is 686mb !

    Altogether my backups are taking 36gb! Lol

    Now, I've deactivated locational backups for now since the saves take so long compared to the 5 seconds it used to take. But here's their sizes the last time I touched them

    The backup that automatically gets placed in a "Backup" folder is 672mb.

    The backup in Dropbox is 387.

    Yeah...

    Here's a nice little indicator that I believe something is 100% wrong.

    Exporting the project to Node-Webkit WITHOUT compressing the PNG and NOT minifying, weighing JUST the win32 folder, is 54mb

    I'm very confused indeed!

    EDIT2:

    Oh dear god. I've just ran out of space, paniced, so i saved my project, closed C2, started deleting some stuff, opened up C2, loaded my project, but wait! It's corrupt! Due to having literally 0 space on my harddrive from the backups, it didn't save my project successfully. Kill me t.t

    EDIT:3

    Well, I lost a big chunk of progress, couldn't recover the deleted files with the software I have, and so I used one of the backups that I have, and low-behold, it appears the most recent backups iirc were actually backing up previous backups (So backup 89 was actually backing up EVERY SINGLE backup from 1-88 along with itself) so THAT'S why I was having this problem! Not to mention that it was backing up the "Backup" folder that is in the Project folder, meaning it was backing up backups of backups of itself. This was a massive letdown that I lost so much progress, but I'm ULTRA happy I kept SOME backups! I'll be sure to separate folders a bit more and permanently keep backing up so this doesn't happen again!

  • Yeah my project saving has recently gone from pretty fast to about 2 whole minutes of waiting for it to save and backup. I guess it's something to do with the new method of how C2 handles saving? ;o

  • This plugin is awesome!

    I would LOVE to see this compatible with the WebGL renderer, but after reading this thread and attempting to deactivate WebGL to see the different, my entire game shot from 50fps to 300fps. Didn't think I'd get such a difference. (Probably isn't all the Canvas's fault, maybe my whole game is just a flop with the way I've designed it, or my graphics card just hates OpenGL. <img src="smileys/smiley16.gif" border="0" align="middle" />)

    But yes, thank you so much for this plugin, R0J0hound. It's too perfect for what I need it for! I completely understand how time-consuming and sinister it would be to integrate this plugin with WebGL, but if you do, I'd be unrealistically happy.

    Again, Thanks! <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Random guess- I think the EdgeMarker object may be too small width-wise? If you, for example, had the EdgeMarkers' X size as 4 pixels, then if an object moves fast enough towards it, it will go through the object and not register a collision.

    Another random guess- The deceleration is too low, that would mean the enemy slides off before it gets a chance to decelerate. In this case, On collision with the enemy and the EdgeMarker, set the enemys "Vector X Speed" to 0.

    Hope this helps!

  • Hooray! :D

  • I know I'll probably get a lot of disagreement with my opinion, but, why do people care so much about filesize these days? Internet is ultra fast, people have gigs of ram and HDD space. Can't "High Quality" images just be made in a large size like 256x256 then shrunk down so when the game requires zooming in or enlarging the sprite, it looks high quality?

    Don't get me wrong, I love the look of SVG and I love the style that Flash animations show, even Beany s' head in SVG looks really awesome, but I don't think it's essential in a game just for filesize or quality. I agree with plauk in the sense that it would be useful for things that a raster image couldn't do as easy (even combined with WebGL effects, it still may not give the desired effect like vector graphics would), but that's about it regarding vectors in a game.

  • EDIT: I realised what your getting at and wrote pointless stuff lol

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Letterbox Integer Scaling? :P

  • Bump!

    I have found the plugin "Canvas" created by R0J0hound, and this is almost exactly what I needed, but I'm not sure what the most efficient way of making animations with this. Is there a way to sort of temporarily store the data in a canvas so it could be animated? <img src="smileys/smiley17.gif" border="0" align="middle" />

    EDIT: I think I may have figured this all out. I'll edit again when I have done it for sure.

  • Yo!

    So, I have my project, which I've made a system that consists of having characters that are customisable, and generally may contain about 20 sprites being positioned onto the body. This works fine, and I'm not having much trouble- Until I decide I want to create more characters at once, which is needed. When I reach about 10 characters (20*10=200 sprites being individually positioned and angled), it's completely obliterating the fps!

    Sooo... the way round it... Is there a way to sort of "combine" sprites at runtime (during runtime so the player has the freedom to customize still) and have them animate as if they were just a regular sprite?

    I sure hope this is possible. <img src="smileys/smiley24.gif" border="0" align="middle" />

  • Jase00 - that's a perfectly typical case where you should be using Tiled Background! One tiled background can often render 30x faster than a grid of 30 sprites. See performance tips. Not only that but tiled backgrounds are much better at rendering seamlessly. If you still want to line up sprites, pretty much the only way to get it seamless is to use Point sampling and letterbox integer fullscreen mode.

    Ashley - Ah the tile has a few different frames and I used separate sprites so that I could use these extra frames, but after reading the performance tips link, I never realised how badly sprites actually butcher performance. Thanks for the advice!

    I still wonder though, howcome with lined up sprites, on preview it looks fine, but node gets seams?

  • Hey there! Welcome to the forums! It's good to see a wide range of people joining this forum from all walks of life <img src="smileys/smiley16.gif" border="0" align="middle" />

    I strongly recommend checking out the manual, as it is very detailed and has been very helpful to me and everyone else on this forum.

    scirra.com/manual

    1. Yep, this is certainly possible. The most simplest way of transitioning from one level to another would be the "Go to layout" action. Making a transition like from Zelda is something fairly straightforward too, I'm sure there's an example out there somewhere :P

    scirra.com/manual/67/layouts

    2. Yep, Saving is totally possible too! I'm not exactly sure where the Save Data is stored exactly.

    scirra.com/manual/120/webstorage

    3. Making sprites move depends on how you want them to move. Platformer, Top-down view, ect. There are many built-in "behaviours" that speed this process up, they work very well!

    scirra.com/manual/86/behavior-reference

    4. Plugins are the things that people make to add extra capabilities to Construct 2 that weren't there previously. You won't really need to use extra plugins as you begin, as Construct 2 pretty much contains everything you need in order to make a game. <img src="smileys/smiley16.gif" border="0" align="middle" />

    scirra.com/FORUM/topic47002.html

    5. Storing items links in with "Variables". Variables are numbers that you don't neccicarily have to "see", but they are hidden away in the code and only you can choose to show them and use them. I'm not the best at explaining things, check out the manual :P

    scirra.com/manual/83/variables

    6. Yes! By default, monsters would reappear when you enter a room/return to an old one.

    7. I believe that you can use the "Function" object to create your own scripts in a way. But, if you want a lot more freedom with what you can do, you'd have to have programming knowledge and write your own plugins.

    scirra.com/manual/149/function

    8. There is some premade "templates" that you can use that the creators have supplied us with when you click "New" in Construct 2. Other than that, people share a lot of stuff on these forums, and there is a "tutorial" section where people post their tutorials.

    scirra.com/tutorials

    Hope I was of use, and good luck on your game-making journey! <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Jase00 - :) Thanks for the vote!

    Sure thing! <img src="smileys/smiley20.gif" border="0" align="middle" />

    We probably won't add this. The performance overhead of running a trigger is fairly small, but variables are used and changed so much in projects I'm sure a feature like this would drag down performance. And the workaround is simple: either use a static local variable, e.g.

    [Static local number OldValue = 0]

    + Myvalue != OldValue

    -> Set OldValue to MyValue

    -> Do something else

    Or instead of setting the variable directly, call a function, which does additional work as well as setting the variable.

    Ah I see, I thought it would boost performance in some places but yeah it would bog down the performance since variables change all the time. The more you know!