Ninjadoodle's Recent Forum Activity

  • Hi Ashley and Tom

    I have a question about memory use - it would be really cool to hear from the founders of Construct, to help put me on the right track.

    I don't always make the conventional types of games, made with Construct (e.g. platformers, shooters, physics).

    Here is one of my examples - http://www.ninjadoodle.com/clickplaytime-6http://www.ninjadoodle.com/clickplaytime-6

    Since one of my goals is to make fullscreen browser games (as well as mobile playable), I'm trying to find a good balance between high resolution and memory use.

    Since Construct doesn't support containers (in the sense that you put objects inside a container, then tween, squash and stretch as if it were one object), I have to export animation sequences for some of my levels.

    My sprites can often be very large, as they are the main focus of the puzzle/level. I've tried most of the tips and tricks I could think of, but without compromising my designs, I'm finding it very hard to stick to the 100mb recommendation for memory use.

    I see that this article was written some time ago, and was wondering whether you might have a recommendation for a 'safe' memory use limit that I should stick to, as a middle ground between memory use and the types of levels I want to create.

    Thank you very much in advance for taking the time out to read this post

  • Hi Ashley

    Thank you for explaining! I was a little bit confused by what was going on, but this clears things up a bit.

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  • Hi Ashley

    I'm not too sure of the details, all I know is that some of the plugin creators won't be able to port/update their plugins for C3.

    One example is the Box2d+ plugin, I've recently bought to play with. The creator stated that as it is now, he can't support C3 (not sure of the details).

    I'm just wondering if this will effect any of the other widely used plugins.

    I assume it might have something to do with this thread ...

  • Hi Ashley / Tom

    Just wondering what happens to newly ported C3 Plugins like LiteTween, with the new C3 Plugin restrictions?

    Since C3 doen't have it's own Tweening system - plugins like LiteTween are needed to fill those gaps.

    Thanks for any info

  • Hi Colludium

    I've just messaged you back - thank you for the super fast response - awesome customer support

  • Hi Colludium

    I've just bought the Box2d+ plugin to use with C3. A couple of days ago when looking at the plugin, I've read that it was for C2/C3, but I cant seem to find that info anymore or to be able to open it in C3.

    Any help would be awesome

  • Hi guys

    I'm playing with the shake screen effect (scroll to + shake), and it works well.

    I am however trying to get a layer to not respond to it. I've turned the layers Scrolling to 0x0, but its still effected by the shake.

    Am I doing something wrong?

    Thank you!

  • Ashley - Thank you for the explanation

  • Hi guys

    When I set 'Downscaling' to high and debug the game, my memory use is less then when I set it to medium. How is this possible?

    Also, I am scaling a large sprite down in size, and when downscaling is set to low - the sprite looks very blurry on the edges. With downscaling set to high, this doesnt happen.

    Any suggestions?

    Thank you!

  • Cool, thank you for the link

  • Hi Ashley / Tom

    I can't preview my game after the latest update - all I get is a black screen and no error messages.

    Everything was fine before 66.2. Exporting the game works.

    I don't know what to post in the bug report as there are no errors and you require a small example (I can't send my whole game).

    *** EDIT ***

    I copied everything into a new file (wasn't fun lol) and it works. Somehow the game got corrupted after the update, not really sure.

  • Hi Ashley

    Thank you very much for the detailed answer, I appreciate you taking the time to do this.

    I understand the issues you've described, but can't help feeling that the 'cpu usage reading' is not much use, when it is so strongly affected by other factors.

    I was worried that a lot of the behaviours were really that cpu hungry, but was confused as my game still ran 60fps.

    Thanks again!

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Ninjadoodle

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