shinkan's Forum Posts

  • Use "Unbounded scrolling set to Yes" you will get infinite layout size.

    I'm not sure what to think about that.

    On one hand we have plugins/behaviors like: Litetween or magicam, which are made of stuff you could do in events. But were made to make our life easier, so instead of writing xxx number of events you simply add it to you project.

    On the other hand they are things like Spriter (or should I say Spriter reader/encoder?) or Q3D which are adding things you can not do in C2 natively.

    And there are effects, which are completely different to those stated above.

    I think having a category for plugins and behaviours would have much more sense with C2 modularity feature.

    For now i would say that 5$ is a good price for simple and intermediate plugins/behaviors. And more complex ones should be approved first and goes with special permission.

    But in the end it all depends on developers. One can price Fade behavior to be worth 0.99$ and the other 10$ :/

  • Good idea:-) really appreciate that!

    I also love the changes on the fade behaviour as well:-)

    It was asked so many times now and still nothing...

    https://www.scirra.com/forum/properties-for-some-behaviors-request_t104264

  • OK, so this is solved for Chrome, however, contrary to Ashley's statement in the article, Node-Webkit export does NOT use the CPU.

    This is very very bad

    What?

    What article?

  • - Layers do affect performance. They affect it a lot.

    Create a new project and run in debug mode. Don't add anything to the scene: no events, sprites, or anything. Note FPS and general CPU usage.

    Now add 15 layers with no effects or anything: 15 simple default layers. Now run the debugger. For a real performance "Kick in the groin" try adding an event to rotate the layout every tick.

    I made 30 layer and a For loop to add +1 degree constantly, and I see no difference in fps or cpu

    Bare in mind that debugger itself is taking a lot of your power because it need to display all available informations of your entire project in real time.

    Instead of debugging in "Inspect" tab try using "Watch" or "Profile" tab.

  • This is a laptop, right?

    Maybe your system need to be switched to "high speed" or something... I got this with my Sony Vaio. Normally it works using integrated Intel card, but can be switched to "speed mode" and then it will use faster Radeon.

  • Why do you need to keep exporting anyway? It's intended that preview mode covers your everyday work and test cycle. Is there a problem using the Crosswalk test apps?

    I don't have an access to wi-fi and only thing I can do to test on mobile is:

    • build in XDK and wait 10-20 minutes (upload, build, download) each time
    • connect my phone via USB and test it using XDK test/debug options - which takes only export time of waiting.
  • If you skip PNG recompression isn't it a near-instant export?

    It's a bit faster but still takes about 10-15 seconds and still exports all of the images - no compression = bigger in size.

    Been observing folders I'm exporting to and most of this time goes to sprite sheeting animation frames.

    I'm using raw and not yet optimized images, so they are 512x256 with a lot of opacity around. But i believe this will be a final image size, only content will differ.

    8 of this images [attachment=1:3ct90yhd][/attachment:3ct90yhd]

    are made into something like this [attachment=0:3ct90yhd][/attachment:3ct90yhd]

    Aphrodite

    Yes, that's what I ask for.

    "Skip png compression" still export images.

  • Expansion files sound really nice!

  • Ashley could you add an option to export only events/logic without exporting/recompressing images?

    I have a small project - 17 events only, but quite few small and medium sized sprites.

    Every time when I press export it takes about 30-35 seconds to finish, due to recompression and sprite-sheeting of all objects.

    All I do is changing and modifying events without touching any of sprite images or even opening image editor - and every time after export, Images folder looks the same.

    I'm optimizing, testing and debugging in XDK and long exports really slows down this process.

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  • Ashley

    Could you please add a "Set angle of motion" to Bullet behavior properties?

    Simply for ease, to not have to set +1 events for initial objects setup or runtime creation.

    Edit: Example

    If you have 10 objects on same layout and you want to set different (not random) angle of bullet motion for each one of them. Then:

    on start of layout  object 1: Set bullet angle of motion to XXX degrees
                        object 2: Set bullet angle of motion to XXX degrees
                        ...[/code:2io4xtg1]
    That's 10 extra - easy, but extra actions to insert.
    
    But if you have 10 instances of same object on layout then you need specify each one of them:
    [code:2io4xtg1]on start of layout
    [ul]
    	[li]object var = 1 | object: Set bullet angle of motion to XXX degrees[/li]
    	[li]object var = 2 | object: Set bullet angle of motion to XXX degrees[/li]
    [/ul]...[/code:2io4xtg1]
    That's 10 extra sub-events.
    
    Adding this one parameter you could simply copy one instance, set angle of motion. Copy another one, set angle of motion... etc = none unnecessary events at all.
  • Unbounded scrolling set to Yes lets you make you levels no matter how big or small they are. When you turn it on it will center viewport on XY: 0,0 coordinates, so you need to scroll it to your player avatar position.

  • You can't change layout size on runtime. Use unbounded scrolling instead.

  • Did you try saving and loading simple text files?