saiyadjin's Forum Posts

  • actually they're pretty solid now after 10586 update. yes i know privacy is an issue, but you can turn it all off without any hacks and shit. haven't had a problem since i've reformatted (a couple of months ago) till now. everything works perfectly (and 10x faster then win7) (the trick was actually in doing a clean install, which most of people didn't do so they had problems :/)

  • when you put an event:

    system - every 0.2 sec

    subevent: pick all instances of that object

    subevent: regen map for those objects (not sure if you can just use thatobject.regenerate map) or you have to loop through them with foreach (i'd say you can just call regen map since you've picked them all on screen)

    top events happen each tick. but when you put each 0.2 sec that particular event is skipped, and happens only each 0.2 sec

  • or simply go to win10. no aero bullshit there

  • add pick all instances (moving object) before you regenerate map.

    also system:each tick is not needed if it's a top level event.

    also i'd recommend every 0.2sec instead of each tick. too cpu massive

  • i know it is, but noone is probably going to memorize all that. so some baloon tips or such could appear in editor from time to time, ofc. with ability to disable them once you learn the stuff

  • i'd say we need more exposition Ashley - we need to see what c2 can do. like a cheat sheet. shortcuts tutorial when you first run c2, and such.. would greatly improve workflow. i currently don't know any shortcuts (it's not a bother, but if i knew and it would increase my develop time, i'd love to be aquainted with them in c2, not by searching lots of manuals)

  • agreed partially. it's actually how much javascript can your CPU run in one second. if you check c2runtime (nonminimized) and data.js, you can notice how things work. if you have seen there how it works, then you can actually predict how much code can you approximatelly run in a second. sadly there is no measures how much linear code can be done in 1 second, but it also depends on the structures used.

    anyway if you disable /enable events things should go faster, and using triggers / functions / families = gg

  • i don't know. it shouldn't be too hard to create a game through it though.

  • it all depends.

    if your game is organized nicely you can reduce number of events for your whole game.

    for example - if you create a family that has 10 enemies - you need only one trigger where you say - if myfamily.health <0 do ... something (explode, count score etc..)

    other way could be : if enemy1.health <0 do... something ( explode, count etc..)

    if enemy2.health <0 do... something (explode, count etc...)

    .... and so on for each enemy. this means - > 10 events for each enemy instead of 1 where you just drop your sprites to family.

    and such "optimizations" could be done to reduce number of events. you can achieve that wih families and functions easily. and creating new levels, spawning and all other things are suddenly super easy

  • why not build with visual studio - you get a apk that is signed and not signed (release / debug ) - check it on google.

    it's free (community edition)

  • erekt - what's native export got to do with switching resolutions? it's a engine thing, not a exporter feature

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  • so if you make a 640x480 game, you think native will magically scale it to let's say fullHD screen res?

    haha... good luck with that

  • what's wrong with current debugger? seems ok for me, i'd just love for them to include breakpoints anywhere legit in events

  • locohost - well i've spent some serious amount of time getting that done. also it's been there all the time, i've just made it clear that starting tommorow it will go on a huge sale (75% off) so it will be around 7.5$ for 10 days. i don't see why that would be an "ad".

    since it's christmas time - everyone is putting their sales in their signatures, just for the reason because someone might notice something they like and buy when on sale, because there's a huge amount of stuff in store.

    and now to the topic - like fimbul said - people max out fillrate or overuse memory - device gets clogged and gg. you can try my demo provided on my template (you don't have to buy to try it) - if you spam enough bombs particles overload your screen and fillrate your framerate is going to drop even on a SLI system. (i have gtx980) and it happens. still though it's good for testing purposes and in options you can disable particles and see the "big" difference when fillrate is less.

  • it won't happen.

    stop asking for it and optimize your games.