Tokinsom's Forum Posts

  • Yeah that's uh..not a good workaround, and is unfortunately the answer every single time this is asked.

  • Not really. I use all-in-one objects wherever possible. Only drawback is slightly longer loading times because everything in the object is accounted for.

  • Check out BFXR and Labchirp. Way too many people use them though, and randomly generate a bunch of garbage. You really need to spend some time with them to get good sounds.

  • Honestly the drawing stuff is the least useful imo. Not many games use stuff like that, whereas almost every game out there can make use of pasting and the rest. What about an action to bake textures?

    Create tiles

    Bake tiles, omitting special ones

    Destroy tiles

    Aw yiss. 60 fps.

  • Yeah I did that but there seems to be a memory leak too :T

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  • I've been working on a few tile-based games in C2 for a while now and performance, after doing every trick in the book, is not very good. This is due to the hefty amount of sprite objects acting as tiles.

    We need some sort of canvas plugin to paste tiles into prior to destroying them, converting hundreds if not thousands of objects into a handful of larger images which drastically increases performance.

    I used to do this with R0j0hound's canvas plugin but from what I've gathered it's not WebGL compatible and causes memory leaks when doing this. Doesn't look like it'll be fixed any time soon..

    Ashley That said, have you guys ever considered hiring someone to write an official canvas plugin as you did for spritefont? This is only one of the many, many uses for it!

  • You should have some games lined up before doing this. I have no idea what the funding is for except empty promises. There aren't even links or anything to your past work. Also, capitalize your i's >.>

  • There's no need to add "every 0.1 seconds".

  • I think the only drawback to having all-in-one objects is all the animations are loaded when only a single instance is created, which affects loading times a bit.

  • lol sign the petition. construct.net/en

  • Depends on the game. Mario and Super Metroid benefit greatly from a run button (keep in mind in SM you don't have to hold it down; Samus retains her speed)

    For Zero Mission or Fusion however, it's totally pointless...but they made it that way.

    As for the button layout just use ZXC or ASD and include keymapping.

  • Such services do not warrant half the funding. Maybe 5%.

    C2 can't really export to OUYA right now.

  • +1

    The tutorials are great for general usage and stuff like how to use SVN, but are actually quite a deterrent since they require paragraph upon paragraph and dozens of screenshots and the like. The majority of them are just ridiculous - There's a 6-page tutorial on how to do a double jump...

    Here you go:

    +Player is Falling

    +User presses key

    -Simulate Jump

    How about a triple jump? Add a variable. Use your brain.

    It'd be far quicker and easier to just post a well-commented .capx that a user can experiment with or add to their own project off the bat. No filler.

    That aside, yes, we really need more sub-forums. This is one of the smallest forums I've ever been to and there are all kinds of topics in the "wrong" place because there isn't a more suitable one.

  • I actually strongly prefer there not be a warning message since there are 3 of every sound & music file and this would just add yet another step to the process. I think there was already a thread on this where most everyone agreed. Same for the image editor. If you accidentally delete one (somehow...) just undo it.

  • What does pixel stretching have to do with aliasing? Look at the fullscreen options.