Taximan's Recent Forum Activity

  • I think the best option would be to be able to choose which sprites go into algorism, an option within the properties of the sprite would solve all the "problem".

    A sprite that is used many times would enter inside, another that is only used at certain times would be out.

    The user could manage the memory of his game, or mark all the sprites and let Construct algorithm work.

    It's just an idea.

  • Please, just because one developer made some seemingly a project design error

    I do not think it's a design error, it's simply that being a large project loads many sprites in memory that you do not really need.

  • A possible solution would be an option to include, or not, the sprite in algorism.

    This would be great for sprites that appear very rarely and it would be great to include the sprites that appear a lot.

  • SnipG

    But you compare here C2 vs c2runtime in Construct 3

    The same thing happens in C3 runtime

  • I don't know exactly what they changed in this version, but it still works very badly.

    This is a capture of my game in C2.

    And this on C3.

  • In the project bar, change "sampling" from point to linear, that may solve your problem.

  • Instead of subtracting hp from the enemy, pull a floor (random (100)).

    Then with two sub-events, subtract the damage.

    If random is higher than 50 it can do normal damage, and if it is lower than 49 it can do critical damage (it's just an example).

    I do not know if I explain myself well, my English is very bad.

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  • I use beta version 1.27.

    I'll send my project to Ashley, so we'll have more information.

  • Your characters attack when you drag the object?

  • I managed to decrease the amount of memory by converting sprites to tilebadgrounds and reducing the quality of others.

    This is the result. And even so, at times the game gets to use 1000 mb.

    It is very sad to have to reduce the quality of my sprites, when the game works perfectly in C2.

    Also know this problem because they created options to manage the memria, but they are completely useless.

    I'm sorry for the enrage.

  • I already did it, it has no effect on memory...

  • I do not know if I have explained my problem correctly (my english is very bad).

    This game in C2 worked perfectly in an android phone with a 1g of memory (it used 200 megabytes), in C3 it needs more than 800.

    The problem is in the spritesheets, which do not have any logic for grouping the sprites, and the game needs to load many spritesheets for a single level.