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That's a great idea - you might even be able to completely disguise a switch to another layout by having two screens identically laid out, and the pause while textures are loaded could be covered up by Mipey's idea!
The 'move to...' actions run a very computationally intensive search algorithm over the entire layout. It is completely unecessary to run this search every tick. It'll probably work fine if you pick a random object every 1 second and tell that to move, and it won't tie up the CPU.
Which actions cause the hiccups? If they're actions like loading textures from disk, they have to be decompressed and transferred to the graphics card, so there's no way around the delay in doing that.
Sounds like you want to do something which requires a lot of VRAM on computers with not much VRAM.
I think you're stuck
No, there's no way to check if an object is entirely obscured by another. You'll have to come up with your own system.
I can't stress this enough: please report all crashes to the tracker! If you ignore a crash it will never be fixed. If you try and reproduce it and can put something on the tracker, it might be fixed!
What is the object's angle?
Well, if you need that, you could use an INI - just load all the variables on start of layout then it won't constantly access disk.
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Did you submit the crashes to the tracker?
Reproduce it in a new .cap and post it to the tracker, a dev will take a look.
Enable 3D layering for the layer, otherwise it displays the player on top of the background if you pan down
Member since 21 May, 2007 Last online 22 Jul, 2025
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Wider technology issues from Ashley's perspective.