Chadori's Recent Forum Activity

  • Nevermind, doesn't work. My bad : P

    Do not use the Pick furthest condition in this situation for it is not a certain that it will be destroyed in the right place and in the right time.

    Use the on collision condition and destroy it..

    On collision of object Bullet to Tilemap1 then

    ----> Destroy Bullet

    :This will ensure success in timing and location:

  • how do I create an event where an object is overlapping another object on a specific point, for example left, right, top, botton etc.?

    I made a sample .capx file for you below:

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

  • how do I create an event where an object is overlapping another object on a specific point, for example left, right, top, botton etc.?

    Well, there are many ways but you can create an imagepoint of a sprite and check if it is overlapping.

    I'll make a .capx in just a moment.

  • If unchecking "Cache icons in editor for better performance" fixes this, then it's due to a limit in the Windows OS itself rather than C2, so closing. If you still think there is an issue, please make sure you follow the bug report guidelines such as by providing a .capx with specific steps to reproduce, otherwise there is nothing that can be done.

    Yeah, I really can't prove it unless other people do a stress test with their PC. Maybe PC's are never mean't to be open that long, I'll just keep restarting my PC everyday or Restart Construct 2 once in a while.

  • Do you have the steam version and put all you projects files in the same folder as the .caproj? If so try exporting the game as a new caproj in a different area away from your music/sounds/art and opening that new version.

    When I did this it stopped a 5min+ wait on saving back to seconds and constant slowdown when using the editor after 10 minutes on my project.

    No. I use the website version. And I always export to .Capx file (compressed format)

  • >

    > Must be my question being confusing. I was asking about which is better for performance, resizing the Image of the TiledBackground smaller or resizing the Tiledbackground smaller itself? The other questions were just addons...

    >

    Are you having performance issues?

    If so, resizing the tiledbackground (in game) itself won't have a noticable effect, because the amount of image memory used for it will remain the same..

    Reducing the amount of pixels of the image, would..

    Actually I am trying to avoid it, and luckily no. I am just making sure for I am trying to make a mobile game and don't want it to be sluggish unlike the last time.

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  • You don't understand what I am saying, or I don't understand your question..

    You were asking if it would be wise to make your image smaller and my answer was that it wouldn't matter that much, because it only take 615x194x4 bytes in memory..

    Collisions have nothing to do with the image, amount of objects have nothing to do with the image..

    So I don't know where these suddenly come from..

    Cpu is something different from gpu..

    I was talking about image memory usage..

    Must be my question being confusing. I was asking about which is better for performance, resizing the Image of the TiledBackground smaller or resizing the Tiledbackground smaller itself? The other questions were just addons...

  • >

    > So the (Ingame sprite or tiledbackground) size or instance count doesn't lower performance (cpu or ram) is that what you mean only the ImageFile?

    >

    Not the file, just the image..

    The size in the game effects the drawing, not the (image-)memory it occupies..

    I am beginning to think I don't really understand the optimization guide of Ashley now. So performance is only based on what is seen on the screen. Thanks i'll keep that in mind. But why do we need to turn off the Collisions outside the screen view according to some guides ? And why do we need to maintain object count if we can just scatter many objects that will not be seen together in the screen view?

  • >

    > > It will work if you set the width of your background to 3690px

    > >

    > > To get the background to be at least the width of your project, it needs to be 3x615px(it's original image size)..

    > > To make this code work, it has to be twice as wide, so 3690px

    > >

    >

    > Wow! Great Thanks, Just another question. Does making your tiledbackground larger lowers the performance? Which is better? to resize my imagefile(the image of the tile) so that it can maintain 2560px or just leave the tiledbackground size to 3960px?

    >

    Your image is 615x194..

    That is the image size in memory..

    So the (Ingame sprite or tiledbackground) size or instance count doesn't lower performance (cpu or ram) is that what you mean only the ImageFile?

  • It will work if you set the width of your background to 3690px

    To get the background to be at least the width of your project, it needs to be 3x615px(it's original image size)..

    To make this code work, it has to be twice as wide, so 3690px

    Wow! Great Thanks, Just another question. Does making your tiledbackground larger lowers the performance? Which is better? to resize my imagefile(the image of the tile) so that it can maintain 2560px or just leave the tiledbackground size to 3960px?

  • Could you share your capx to clarify your question?

    For the above event to work, the image doen't have to be the same width as the layout..

    It has to be at least as wide as the layout and repeated two times, because it only moves half it's width every time..

    Here is the .capx file XD Hope you find the problem and do explain.

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

  • Could you share your capx to clarify your question?

    For the above event to work, the image doen't have to be the same width as the layout..

    It has to be at least as wide as the layout and repeated two times, because it only moves half it's width every time..

    Yeah that's true, but I already tried resizing the background by x2 or changing Self.Width / 2 with /1.909 or something that'll fit the size of the image and still something wrong..

    I'll post the .capx in just a minute..

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Chadori

Member since 10 Oct, 2014

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