corlenbelspar's Recent Forum Activity

  • I think this is a great idea taking a top ten list while purging all other ideas after 6 months, though lol what about if someone submits a suggestion one day before the 6 month period and it gets erased with no chance to be seen? I know if you make the suggestions being purged per suggestion rather than the whole list being deleted all at once that it makes the top 10 idea impossible then which I think is the best part of this whole idea.

  • Sometime like:

    *Plugin maker - with set of rules to avoid compatitibility problems. User should be able to modifie simple templates and add features to templates of official plugins. Allows users to do small changes to plugins to add some expression, condition or simple change.

    I have kinda wished for a while there was a way to edit the code of things like the platform behavior per project. Or if we could alter the plugins per project, I could just add collision tags to the jump-thru instead of having waited I think 3 years now.

  • Not really, given the nature of it.

    It has to display a total of 18 icons for weapons, each with their own bar to display ammo left for them, as well as the weapon name and other independent parts like one use items and things like exit stage, options, etc. This is only a portion of what is required for it.

    Just the 18 weapon icons with ammo bars, names, etc. is already up to 72 objects alone.

  • It was actually just a matter of the menu has about 200-300 objects and multiple events across my game were referring to them due to oversight on my part. Isolating said objects to only be referenced for inventory related things made the frame rate go back to the same as if it were closed even though the objects all exist at all times. C3 basically does very minute CPU processing of objects that are just static and laying around while invisible.

  • You're right. I realize now I made a serious error in my events that makes the game lag because I remember I've tested C3 spawning 100,000 objects that have no events associated and C3 basically doesn't care at all. I can still fix it, it's just probably gonna take a few days. Thanks for the help.

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  • I'm currently just destroying and recreating initial objects on a global layer when the player presses pause, but this ends up making the game lag really bad for a bit since it has to recreate dozens upon dozens of objects. I destroy and recreate said objects to minimize impact on CPU they cause when they wouldn't be needed when the game resumes.

    Is there a better way to do this?

  • I'm using the tilemap object to pull off the player being able to load spritesheets into my game. I was wondering if I could change the tile size during runtime to open the door for variable size sprites.

  • I can see the point of both sides of this with Ashley's explanations to his hesitation and also what everyone else is saying.

    It might be a good idea to try to meet halfway somehow, if possible. So that way Ashley doesn't get swamped spending all his time of the suggestions list rather than actually getting things done in working on C3. It is kind of frustrating that there are things like tiled backgrounds can't be animated at this time, and you'd think it'd be a given that jump throughs also have collision tags like solids, but I also understand Ashley is probably spreading himself too thin with all that he's doing currently.

    It's times like this I would look to hiring more people if possible, but I can't even pretend to know Scirra's financial situation or the laws of the country they're based which are likely totally different from the ones in mine.

  • You gave me an idea to just make the game increase its canvas size slightly because my game is already programmed to handle different sizes of that with black bars on the side to make it visually appear still 256x224. This seems to have fixed it because the edges of the screen where the tilemap can't paste are never visible. Players likely will never notice it's been set to 262x224 or whatever I end up going with since it uses letterbox integer. As well as probably all monitors are wider than they are tall to begin with.

    I need to use drawing canvas for this because sprites like the player and enemies also cast a drop shadow.

  • I am using a canvas on the background tile layer with "source atop" blend to paste the foreground tiles and characters onto it and offset it so they all have a drop shadow but only on the background tile layer and parallax layers don't have it appear on them. The problem is that the canvas object seems unable to paste sections of tilemaps that aren't on screen. So if the player moves quickly enough left or right, the drop shadow on the edges of the screen is missing for a moment. How do I compensate for this?

  • I just want to position the game's window based on the current monitor it resides.

  • They take minutes at a time to save and I have to save constantly with how much C3 can sometimes crash. Saving to local browser only takes seconds and doesn't interrupt me doing work. I have never lost my project due to clearing my browser cache because even if I do, I've uploaded a backup practically every day and I always save to a project file before I clear browser cache.

    I figured out how to make the option appear anyway, so thanks for the concern but I have it handled. When I was a lot younger I already learned the hard way losing a whole project well into it due to not backing up and have never made that mistake since.

    Even if I did lose my entire project, I'd only be mad at myself for being so careless because it's not anyone's fault but mine. lol

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corlenbelspar

Member since 14 Aug, 2013

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