Ashley's Recent Forum Activity

  • I haven't heard anyone else report this problem. I think it might be a problem with your computer/DirectX version, rather than an issue with Construct. Best thing to do I think is update all your drivers (especially graphics card), install all software updates, check for viruses/adware, etc.

  • Have you tried restarting Construct? If it still does it, can you upload a .cap somewhere which is doing that?

  • You can't make it draw a scaled-down version of the entire 6400 x 4800 layout. However, you could try using the 'draw terrain' action to draw objects on, and use sprites or point textures to represent objects in the game.

  • The IDE is still built in Visual Studio 2005, so it's OK.

  • Searching on google with site:scirra.com in the search query might be a good alternative.

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  • It's still in the works for 0.99.

  • Until we do that, you could use something like reshack to edit in your own icon.

  • So in my case the graphics are the bottle neck.

    Then have options to allow the user to turn off effects if their computer can't handle them. It's a well known issue physics doesn't work well with large timedeltas.

  • I tried the .cap and had a quick look at the events, I'm not sure what's causing it. The way to find out what causes a slowdown is to back up your .cap and delete things until the framerate jumps back up.

    My best guess is you use hundreds of sprites instead of a tiled background for the floor. You really really really really should use the tiled background objects instead of tiling hundreds of instances of sprite! With hundreds of sprites, every tick anything requesting a collision check (like the platform movement, which requires several every tick) has to iterate collision tests over hundreds of objects. With a tiled background, it makes one collision check, and then it's done the whole tiled background area.

    If it's not that, though, then you should try the removal approach.

  • We could make it recycle textures, but unless you manually specified the same ones, it'd have to work out on export time which ones match... which could take a long time...

  • if you're overloading the computer, it has to slow down or skip stuff, those are really the only options.

    This is absolutely true. How can this be fixed other than making your application use less CPU?

  • MMF is fundamentally designed to be framerate dependent. You pick your framerate (eg. 50fps) and 'machine independent speed' skips drawing if it can't hit that rate. Since you need to get the logic running at a fixed rate to make a framerate dependent game keep running at the same speed, if your computer still can't hit that framerate, the whole game slows down anyway, kind of defeating the point of the option. As far as I know, you can't V-sync and have machine independent speed on in MMF (or if you can, your game will change speed depending on the framerate, I guess).

    If you turn on V-sync in Construct, it won't skip drawing the screen, but instead the value of timedelta increases since it's taking longer to process frames. This can result in objects 'tunnelling' through each other, or physics going a bit funky, at very low framerates. The solution is to use the minimum framerate option. It does make the game run in slow-motion if your CPU can't keep up, but so would 'machine independent speed' if it were in Construct, and hey, you can't do an infinite amount of processing and keep the same framerate.

    Physics is processed on the CPU so the CPU will be the cause of the slowdown. In this case drawing the screen takes a comparitively little amount of time, so skipping drawing the screen won't solve this problem. You need to use less CPU!

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Ashley

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