lennaert's Recent Forum Activity

  • Just add an extra layer on top of your game's layers, make it it black, none transparent, and play with opacity.

    I use this method in a day/night cycle system.

  • You are likely using the same browser session.

    In chrome, hit CTRL + SHIFT + N for a new incognito tab. navigate to your preview address and log in with that window as well.

    To be on the safe side of things, you will have 2 windows with the game, 1 in the normal window, which opened upon preview, and 1 opened with ctrl shift n.

  • Each requires its userbase to log in ...

    Kinda odd if you would only have a leaderboard on facebook apps for google's .. and vice versa ...

    I got a couple games where I use both, and if logged in to both at the same time, have them submit scores to both leaderboards

  • lennaert - must be an old quote - it's basically accurate except we've supported layout-by-layout texture loading for a long time now!

    Heh, yeah I had noticed, somehow searching for memory related information on the forum brought up the old qoute, I had read it before and referenced it a few times Should have searched the manual :All good now though

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  • lennaert how old is that post? as C2 now loads layout by layout. so only images Sprites that are used are loaded. therefor them being in a family shouldn't matter unless created at some point

    I just read Collodiums post, seems it was implemented already

  • The source images from your project are loaded into memory at start up.

    > The images go in to RAM and also in to VRAM (graphics card memory) if the rendering is hardware accelerated, which it usually is these days.

    >

    > They get decompressed to the same size as the image saved as a 32-bit bitmap, so yes, a 1000x1000 pixel image will always take about 4mb of memory alone. This isn't much when both your computer and graphics card have gigabytes of memory, but bear in mind 4mb is still a lot for a single image on mobile.

    >

    > The various compressed formats just package the data in to a smaller filesize. Compressed images cannot be drawn though, so it's normal to decompress the images in to memory whenever they are loaded.

    >

    > We have plans for a feature to load textures layout by layout (like Classic can) somewhere on the todo list, to save memory with very large projects.

    >

  • The images go in to RAM and also in to VRAM (graphics card memory) if the rendering is hardware accelerated, which it usually is these days.

    They get decompressed to the same size as the image saved as a 32-bit bitmap, so yes, a 1000x1000 pixel image will always take about 4mb of memory alone. This isn't much when both your computer and graphics card have gigabytes of memory, but bear in mind 4mb is still a lot for a single image on mobile.

    The various compressed formats just package the data in to a smaller filesize. Compressed images cannot be drawn though, so it's normal to decompress the images in to memory whenever they are loaded.

    We have plans for a feature to load textures layout by layout (like Classic can) somewhere on the todo list, to save memory with very large projects.

  • The source images from your project are loaded into memory at start up.

  • yes, I thought about the frame solution, but then every item on the screen will have the 200 frames and I am not sure, if this will affect performance.

    Thanks for your helping to think things out.

    If anyone feels like writing a plugin to clone and create objects based on the clicked object: I'd be happy to pay for that.

    It will not effect performance any different.

    The image needed for the frames are only loaded once

  • I fear that is what it will come down to.

    You would only have to do it once though.

    You could do it in another way, have all the image for the objects, in 1 object, and refer to the frame/animation.

  • Why not add a variable to the family, ie "name"

    Have the click handler handle the family, and have it check the name, then you just get a list of subevents for creating individual members.

    onclicked

    sub

    family.name = car

    action create car

    sub

    family.name = dog

    action create dog

    sub

    family set position to touch.x touch.y

  • say your bar is at maximum 200 pixels wide, maximum achievement points = 500, and you currently have 5 points.

    bar.maxwidth = 200

    bar.maxpoints = 500

    bar.currentpoints = 5

    bar set bar.width = bar.maxwidth * (bar.currentpoints/bar.maxpoints)

    would get you a 2 pixels wide bar.

    bar.currentpoints = 300

    would get you a 120 pixels wide bar.

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lennaert

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