TheWindmiller's Recent Forum Activity

  • Found the issue in my particular case. It was blend mode of the objects were set to SourceAtop.

    Didn't know that, now I do. Hope this is helpful to someone.

    Cheers

  • I did a test, I created object in a dynamically created layer. All good.

    Then with a mouse click I lowered the opacity to 99% of this layer and everything disappeared. Same if I only change to force own texture with the mouse click. Poof. I'm missing something I'm sure

  • Hey guys, can some help me understand if this is a bug or works as intended.

    I create a layer dynamically, I create objects in it. All good

    If I then change the opacity of the layer to 99% or whatever, everything is gone.

    Other test is that I make a Layer with lowered opacity in the editor, all fine, but then I move objects to it and they are gone.

    Does Use own texture only show what was there on initialize or?

    Any help is greatly appreciated, thanks in advance

    Cheers

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  • Nvm, found it, GetHitUID... my bad

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  • Basically, which obstacle the ray cast has intersected with.

  • Hey guys, I need to be able to tell which obstacle blocks my line of sight, is this possible in anyway?

    Thanks & cheers

  • Just upgraded to the newer versions with folder structure in the project folders, but it seems that all the images don't use folders. Is this the case?

  • Hi guys. Any idea why everytime I run the desktop build and close it, I can't run it again before deleting the construct 3 appdata?

    It either hangs with nothing ever happening OR tells me I need to give it admin rights (despite having those) and spewing somekind of access error in the dump as far as I can read?

    I really really don't like the browser version. Any clues?

    Thanks

  • Something doesn't add up though.

    One thing I'm 100% happens is that when I run my game alone I get poorer performance than when I run another game simuteniously which demands alot of CPU usage on all cores. I get around 10+ frames difference (for the better) and its quite easy to feel the difference.

    This makes it look that Windows allocates more CPU even for my game when another CPU itnensive game is running in the background.

  • Got it. Thanks.

    Cheers

  • Hey, thanks for the reply Ashley.

    The thing is I have specifically a debug command to basically hide all sprites and leave just the pure CPU calculations active and the result is the same.

    I just feel that if the the cpu struggles and yet the usage can be more, there seems to be a allocation question that can work in my favour. Any other bottlenecks?

    Thanks again. Cheers.

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TheWindmiller

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