Runs pretty slow on my laptop with ATI Radeon mobility HD 3470. I can't see what would be slowing it down so much though. Are you using blurs a lot? They're the slowest shader.
If there's only one of each object, then containers are the way to go. Otherwise, you can store the UID of one of the objects in another's private variable, and when destroying it, also destroy the other object with that UID in its private variable.
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Isn't that a bug? It shouldn't trigger on start of layout, and what are the other inappropriate times? Can you post a .cap?
That's odd. The APPBLOCK thing means no data was attached to the runtime EXE, so it's a blank EXE. No idea why that would happen. Doesn't seem to prevent functionality, though.
I use families all the time and have never had this problem, so assuming it's a one-off, using families should be fine.
Hmm... davo, I think you need to look in to what the bone movement is actually doing and why it reduces performance so much... no need to fold proteins in between slightly changing angles and positions!
I can't reproduce that... stays about the same as I said - anyone else got results?
I'm not sure it's the bone behavior, because if I remove it, the framerate hardly changes
SourceForge seem to have just added a "review project" feature, which you can find on the project page on the right:
http://sourceforge.net/projects/construct/
I thought it might be cool to have a few reviews of Construct up there, especially since they're currently counting the votes for the Community Choice Awards
Construct isn't C You can use a 'set to <value + 1>' type action, or just use the 'add' action for private/global variables.
I don't think any operating systems support streaming an EXE directly over the internet, but an existing EXE can stream data from the internet, but there aren't any plugins in Construct suited to that yet.
I'm not sure its possible. I already spent a while making the algorithm as accurate as possible. Have you got a .cap showing it being inaccurate?
Member since 21 May, 2007
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