tarek2's Recent Forum Activity

  • Ok I just checked your video its something different then :) lol let me test again and see if I can replicate it

  • Its something else then, the only thing I see similar to what you described its when it collides with the Left Moving Platform from the bottom corner or the edge close to the bottom which it doesn't Jump because it's a solid Platform and the Player has the Plataform behaviour so it registers the collision and doesn't let the Player Jump but that's how normally works by design to stop going through solids.

  • Same as gamecorpstudio it works for me perfect it didn't fail once the Jump

    About the "Solid Glitch" that you referring to, I think I know what it can be but first, can you Test this Capx see if the Glitch still happening for you?

    https://www.dropbox.com/s/7zqrx90oj901cle/Jump%20Bug2.capx?dl=0

  • > Bizarre question, just set it in the image editor.

    I want to change it from the editor.

    It Wasnt possible to change the Image Points while the Game is Running there are no expressions or events to do that with C2 and I didn't see it on C3 either, but the Image Points are just coordinates, maybe you could do the same thing but finding the coordinates first with Events if its not very complicate what you trying to do as it may not work for all the cases.

  • ah oops

    It worked now...thank you yoyo and tarek2...appreciate it. :D

    Cool no problem

    This Answer is for the First question:

    There is no way around it, you have to loop through each one of them and add the Values to a Variable first as yoyoEleanor showed you, but if you wanna avoid doing it every Thick, One alternative is to create a "Global Variable" then add at the start of the Layout the Total of all the Variables then after just keep updating it whenever one of them changes the Value of their Variables.

    Your Trigger for changing RandomValue:

    Action: Subtract the old Value from "Global Variable" then add the New Value

  • yoyo i tried your method but the number keep increasing...

    Make sure that is a "Local Variable" and not a Global Variable that can be the problem

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  • tarek2 the game preview window in C3 shares a process with C3 itself ( at least in the current version of Chrome ) so if you game hits a bug that freezes the preview, or your game is very resource hungry, it will cause the editor to slow down/freeze. I think this is what is referring to.

    Cool Thanks for the Info Nepeo

    I wasn't sure if she mistook the "Saving Window" that you see on the Video with the "Preview Window" as I didn't have any Preview Ruining Before Saving, Both Windows they look exactly the same can be easily mistaken just by just looking at video, to be honest, I never save while the Preview is Running but good to know Thanks for the Tips

  • Yes, they’d probably be the same draw call. No idea the performance difference.

    I’d guess using one tilemap is optimal, but if it makes what you’re doing simpler with 5 then I’d say go for it.

    Cool Thanks a lot mate, indeed with 5 will make everything much easier and if is not that big difference in performance I would prefer to go with that, I just wanted to make sure

    Thanks again

  • Yes in c2, at least usually.

    They both have the same texture so they’d both be in the same batch I’d imagine. A batch is just a list of quads sent to the gpu in one go and told to draw.

    Thank you R0J0hound, with yes you mean on the Test2 will take more Performance than Test1 just because is split into Instances right? I just posted a few Pictures to make sure I explained properly if you don't mind have a look, thanks for your help

  • Well, thats exactly the kind of thing you should be able to make your own performance measurements of... but for what it's worth, Construct does drawing work for every individual tile, so the total drawing work will always be proportional to the number of tiles. However I think in the C2 runtime, if the tile texture is the same it doesn't need to switch the texture, which is faster. (In the C3 runtime it can render the entire tilemap without switching texture at all, even if every tile is different, hence the large performance improvement.) But either way it's doing drawing work per-tile; in the C2 runtime the amount of work per tile depends on the tile.

    Awesome thanks a lot for all the Extra details really appreciated, I'm looking forward to Subscribing to c3 again I just have one problem to solve with MoveTo Plugin is not available yet.

    The technologies involved are super complex - few deeply technical questions come down to a simple "yes/no" answer. You shouldn't expect things to be so straightforward, and you shouldn't get upset if you can't reduce complicated topics to such a simple answer.

    Ashley, I wasn't upset lol, You missed my point about (Yes or No) it was in good faith :) Basically, I felt that you don't wanna talk about this topic for some X reason it can be because its complicate like you said etc... And I know you must be very busy with all the Staf that you have to do so I didn't want to take any of your Time that's why I said it will be enough for me just with a (Yes/no) obviously for me the more you explain the better because I will understand it a lot better feel free anyone if wants to go in more detail its much appreciated honestly.

    The one thing that it's a bit frustrating and that I just can understand Why you keep saying

    > "you should be able to make your own performance measurements of"

    Because just by the outcome of the answer if it was (yes or not) I shouldn't need to do any performance measurements, I feel like I'm missing something? or maybe that I didn't explain properly

    Just to make sure I explained Properly:

    Both Tests are displaying Tile ID = 9

    Both Tests Have 20 Tiles

    The only difference is that Test1 is just one object and Test2 is split into 5 Instances

    So basically is exactly the same thing

    Is Test2 gone take more performance just by the fact that is split into 5 instances even that both Tests is basically the exact same thing, just one is in one full Tilemap object and the Test2 its split into 5 Instances

    Test1

    Test2

  • Ashley

    Sorry to tag you again but I'm still confused as for when I first asked the question.

    I didn't get any info that Helped me to clear up my doubts and you are the only one can answer this question.

    Let me change the Question:

    Does the Draw Calls increase for each Instance of a TileMap Created displaying the same Tile ID?

    With a Simple Yes or Not will be enough to finally know the answer to my original question

    Thank you

  • Try closing the preview when you save.

    Hi

    Sorry, I didn't get what you mean, What preview are you referring to?

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tarek2

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