Tokinsom's Forum Posts

  • It doesn't maintain aspect ratio (stretches pixels) and to my knowledge only works properly with larger resolutions. Also I don't think you can adjust the display res in normal fullscreen. Plus it often crashes Construct...and I'm pretty sure a number of the aforementioned problems still arise.

  • -Layers with 0% scroll rates don't work (That's a massive one. You have to place all your HUD, Pause Menu, and the like manually with events. I've resorted to using a lot of loops and IDs)

    -You need to use the GUI origin Ashley made well, or make your own, because positioning the HUD and stuff is different in windowed and fullscreen.

    -If your game is time-based then, when zoomed in, everything will appear to move by fractions of a pixel. The only way to get around that is to give each moving object an invisible "base", then set the objects position to round(base.x),round(base.y) I said screw it, and hope nobody notices.

    -Magicam won't work in fullscreen

    -"Object is on-screen" doesn't work.

    -Scrollx=0, Scrolly=0 is not the top left of the layout.

    -Plasma object doesn't work.

    -Fontsprite characters get distorted at different zoom levels

    -Text objects are blurry and look horrible when zoomed in

    -You can't set the fontsprite's position, so you'll have to attach it to an object. It still shakes sometimes.

    That's all I can come up with off the top of my head. Have fun!

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  • Thank you for the in-depth explanation, Tulamide, but I was totally joking ^^; (Y'know, since nobody uses MIDIs anymore...right?)

  • What's a MIDI?

  • That's not fullscreen, and it blurs the display.

    Your best bet is doing it this way scirra.com/forum/fullscreen-while-keeping-aspect-ratio-with-bars_topic43714.html

    but it causes a million little problems you're gonna have to work around. It ain't pretty.

  • object.animframe+1

    or

    self.animframe+1

  • No. ^^;

    If it's loading 3 times then you're probably saving a single layer's data to all 3 z dimensions...or something...somehow..

    When you place a tile/object/whatever do you write the value at (array) x,y or x,y,z?

  • There's no need to create your own "loops," which I'm assuming is what's slowing things down.

    Arrays can do this themselves with 'for each element' and are capable of loading incredibly large levels with many layers instantly.

    There are some very simple array-based level editor/loading examples around the forum you might want to check out!

  • Should still take a split second to load O_o..

  • Oh hey that worked perfectly. Thanks!

  • I imagine that would achieve the same effect as putting it in a layer with 0% scroll rate; the fog would move forward as you do and that wouldn't look very good!

  • So I've got this 256x256 fog 'texture' I turned into a tiled background object, and its image offset is infinitely moving it to the left to simulate slow moving fog.

    Well that's great and all, but my levels are pretty big and I can't just stretch this tiled background object across the entire level..some people might get slowdown.

    I can't make it the same size as screen and put it in a 0% scroll rate layer either; the fog would move with the scrolling and look really bad. (Can't use 0% scroll rate layers anyway, with zooming and all)

    So0o0o how would some of you guys go about this?

  • Would an array be faster?

    Way.

    edit:Actually, 25 seconds?! To my knowledge INIs are slower but not THAT much slower. It should still take under a second to load that..maybe it's something with your code? Sounds like you might be loading multiple instances of the same tile or something.

  • ^^; Sorry I wasn't trying to be mean, just making a joke.

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