Ashley's Forum Posts

  • I'm afraid I'm out of ideas, I have suggested absolutely everything I can think of. Maybe it's down to your computer's configuration like I say, but I don't know anything about how your PC is set up so I don't know how I can help any further!

  • I followed your steps and cannot reproduce any problem at all. Can you share a .capx, a server export, your system specs, and screenshots of what you see? This is why we ask for this all the time regardless.

  • It's not actually impossible to delete collision poly points, it's just an inconvenient issue with focus. While the X and Y fields have focus, they receive all key presses (like Delete) and due to a bug the right-click menu doesn't work either. If you hit Enter the focus leaves the field and then you can delete and use the menu items. Anyway, focus is automatically switched when clicking in the next build, and that should fix it.

  • Thanks, should be fixed in the next build. Meanwhile just double click the sprite as a workaround, that works fine.

  • Should be fixed in next build, thanks.

  • Thanks, should be fixed in the next build.

  • Closing since should have been fixed in r98

  • GLaDOS9000 can you share your .capx?

  • Julmust - old graphics card drivers are the #1 cause of problems with Construct 2. Have you tried updating them?

  • You're kind of barking up the wrong tree. Most of the things you mentioned are not important considerations for performance. Everything important is mentioned in the 'Performance Tips' article, and everything not mentioned in the article is generally not important.

    See the blog post Optimisation: don't waste your time.

    1) Offscreen objects are still processed by the CPU (it would be very annoying if they paused whenever they went offscreen). However, it's kind of irrelevant because most games spend 90% of their time drawing the screen, so even if they were not processed at all there would probably not be any performance increase. So you could make a much bigger difference focusing elsewhere.

    2) Collisions have to be checked every frame, but far apart objects can be discarded almost instantaneously. Only semi-overlapping objects which have a collision test take a lot of CPU, but as per #1, it probably wouldn't improve performance even if you didn't make the collision check at all. So you could make a much bigger difference focusing elsewhere.

    3) Inactive physics objects automatically stop processing (they enter sleep mode), so generally you don't have to worry about this.

    4) Just fake it with another behavior like Bullet with gravity, and don't use any collisions.

    5) I think the case you mentioned would be absolutely identical either way.

    6) I don't recognise that language - I'm not sure where you got it from!

  • This really sucks. You have to get a public link for every single file involved in the game.

    We'll be removing our advice to use Dropbox and finding another service to replace it. Has anyone tried Google Drive?

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  • Well, one immediate problem is if people host on Dropbox and get too many plays, Dropbox will shut down the account for exceeding bandwidth limits. So you'd have to have your own server running. It's an interesting idea though.

  • First of all check out performance tips in the manual.

    1) Sprites are not rendered if offscreen. (This is asked a lot, and I'm not sure why! How is it possible to actually render an offscreen sprite? Why would any engine even attempt that?)

    2) Generally this is not important to performance

    3) Generally this is not important to performance

    4) You cannot control the Particles object with physics. You shouldn't even attempt it with sprites, because it is an extremely inefficient thing to do. See the performance tips article.

    5) Tiled backgrounds are always more efficient than grids of sprites (see the performance tips article). Apart from that there is generally no important performance difference.

    6) What bits of coding are you talking about?

    7) I'm not sure, because our Android support is still in beta so there probably aren't many games published with it. How about Save Komo?

  • You can do it all with a single animation frame. If you create 10 instances of a sprite with one frame, you should be able to 'load image from URL' in to each instance separately, e.g. using a 'for each' loop. I say 10 because I'm assuming that's how many results fit on screen at once, there's no reason to create more sprites for any results that are not visible.