Ashley's Recent Forum Activity

  • Construct does need to do a tiny bit of processing on each off-screen sprite every tick, but it's little more than a passing glance, computationally. You'd need thousands of sprites before the overhead became anywhere near the processing time of drawing those objects which are actually on the screen!

  • If there are the same number of all objects, it should work. But I think there's a bug in the action with the object parameter that could prove hard to fix. Try it with the other action which takes an X and Y coordinate ('Set position') and enter Blue.X and Blue.Y. It does the same thing as the other action, but without the bug, and they should all pair up OK (I think).

  • Which build are you using? Do you have a backup of the file when it was small and steps to reproduce the expanding filesize problem? It'd be too difficult to send a file as big as 200mb+!

  • Were you importing large images? Save your .cap, close Construct, reopen it, reopen your .cap and export it again. Is it smaller?

  • The events look OK. Posting a .cap demonstrating the problem might help.

    If you're trying to pair a weapon to an enemy, containers can probably do a much better job of that. Nested for-each loops can be slow with a lot of objects. (eg. 200 of both kinds of objects = 40,000 iterations = about 3 million iterations per second!)

  • Object parameters aren't supported in expressions. You could use a string of its name or the UID as you suggest though. However, the rest of Construct never does that, so it would be unusual. It might be better to have a 'set object' action followed by expressions with no parameters instead.

  • Ah, use the ones with the F in the name (SelectF etc) instead of the other functions, at all times. They support families. The other functions should be deprecated.

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  • You can probably do alright with just a sprite with a carefully done alpha channel!

  • I've heard of this happening when video card drivers are broken. Try updating your video card or motherboard drivers to the latest version.

  • Please report all bugs to the tracker!

  • Yeah, 0.99.3 is an unstable testing build so you can expect things like this to go wrong, but I think it's fixed in the next build. If you're trying to get stuff done, rather than find bugs to report, use the last stable build (0.98.9).

  • It's unecessary to try and work out how to store a "reference" to an object in events. The usual way is just to use the object-picking conditions to run the logic. For example, given the situation:

    • each 'unit' has the private variables is_selected, can_build
    • 'build' button should be invisible unless a selected object (is_selected = 1) can build (can_build = 1)

    Then you can just take advantage of the top-to-bottom execution of events:

    + Always

    -> Build button: Make invisible

    + Unit: 'is_selected' equals 1 (...picks all selected units)

    + Unit: 'can_build' equals 1 (...picks all selected units that can build)

    -> Build button: Make visible (...this only runs if at least one object met the above conditions)

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Ashley

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