Ashley's Recent Forum Activity

  • It's so if your tilemap has a large object, e.g. a tree, made from a patch of 3x3 tiles, you can quickly pick it up and stamp it out again. Also if your tilemap is arranged such that 9-patch sections are intact on the spritesheet too, you can pick up any 9-patch area with the same feature. I think you're asking for a select/copy/paste feature, which is a separate feature request.

  • Fillrate isn't affected by what you're drawing: 10 of the same or 10 different objects drawn at the same size use the same fillrate. Using the same object over and over helps save the overall memory use, which is a separate concern to fillrate.

  • Everything should work if you save valid JSON data. The problem stems from the fact you are using invalid JSON data, probably saved with an old build that had a bug.

  • I can't reproduce this in the latest Chrome version. Even switching between all the layouts very quickly for some time, memory usage in task manager is stable.

    If it reproduces only in NW.js, it's probably because the version most people use is well over a year old now, so it might be a bug in the Chromium engine that was fixed some time ago. We have an NW.js update to 0.13.0-alpha5 in the works so hopefully that will make a difference.

  • find() appears to be deliberately case insensitive, probably because most features in C2 are case insensitive too (e.g. matching animation names is case insensitive). I won't change it, since it could break compatibility with existing projects. For the next build I've added a new findCase() system expression which works identically but is case sensitive. I'll update the documentation to reflect this as well (which normally we do just before the next stable release).

  • Thanks, should be fixed in the next build.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I don't think this is a bug. Non-static local variables are reset to their initial value when they are "run" (i.e. imagine an "every tick" event in the same position resetting the variable). So first of all a local variable is not suitable for a countdown that needs to remember its old value. Secondly that message is just a debug note. I've removed it for the next build since it doesn't really matter. It's a bit unusual to access local variables from a trigger, because local variables only really "exist" for the normal run of evaluated events within their group - and triggers fire outside of that. So it's taking a "this variable doesn't exist" code path (which previously logged a debug message), and falling back to returning the initial value.

    Making the variable static also works, since that stops it resetting every tick and makes its lifetime permanent.

  • I don't really understand the .capx. If I just run it, nothing happens, and I'm not sure if that's the problem or if the problem only happens when I create some extra objects as the instructions say. Turret and LOS are designed to do different things: LOS takes in to account obstacles between the two objects, but Turret does not, so it might just be down to that misunderstanding. Can you make a simpler demo?

  • .capx link returns "that page can't be found", so closing.

  • Thanks, should be fixed in the next build.

  • Should be fixed in the next build. I had to update everything in the notifications window, add the slash, and add some boilerplate code from the default.js file you mentioned, and it seems to work now. So hopefully the next build will work better!

  • Layers have no performance impact unless you change the layer opacity, blend mode, enable "force own texture", or add WebGL effects. Otherwise there is no reason for layers to reduce performance. Share a .capx if you want anyone to take a closer look.

Ashley's avatar

Ashley

Online Now
Early Adopter

Member since 21 May, 2007
Last online 27 Oct, 2026

Twitter
Ashley has 1,833,352 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x126
    Coach One of your tutorials has over 1,000 readers
  • x74
    Educator One of your tutorials has over 10,000 readers
  • x6
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x44
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs