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  • The only thing I´d see potentially cause issues is the first event. It spawns those green Sprite instances when you are moving at the rate of your current fps. So for a 60hz monitor this will spawn 60 instances for every second you move. Or a 144hz will spawn 144 instances per second. This will add up quickly the longer you move. The other event that spawns the Sprite4 will also do that, so obviously even more sprites per second. But those at least time out at some point so there is an upper limit on how many can exist at once.

    You should either limit the amount of Sprites you spawn (like using every 0.1 seconds) or periodically paste all sprites onto a canvas and delete them. After doing that though you cannot change them anymore other than painting over them I guess. I do the canvas thing in this example wackytoaster.at/parachute/stucksnowcanvas.c3p with the snowflakes.

    And you can also check the debugger to see what eats up performance.

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  • You will probably be fine and yes you absolutely can make android games.

  • "big" is an obscure term. What does big mean? 1000 levels? 5000 different assets? Only 10 levels but the layouts are gargantuan? What does big mean for your project?

    I´m not sure if there is some technical limitation in terms of size. If your project is so big that you get concerned about if Construct can even handle it, maybe your project is too big period, at least for a solo-developer. I´ve seen very few cases of solo-devs making big games and not going insane :)

  • Doesn´t seem like it, couldn´t find anything. It seems to pick one as origin and then increase going clockwise but there is no way to tell the origin. When you make a new sprite that origin appears to be topleft.

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  • I´ve added the canvas thing. If you check the debugger the number of snowflakes will go up to a certain point (300ish) but then stay around that number as all snowparticles that hit the ground will be put on the canvas and then destroyed.

    wackytoaster.at/parachute/stucksnowcanvas.c3p

    I can´t provide a capx because I use C3 and this is the C3 forum anyway but you should be able to open this in the free version and check it out. Should be pretty much the same thing in C2 except you need to use the 3rd party canvas plugin construct.net/en/forum/extending-construct-2/addons-29/plugin-canvas-41782

  • Sadly this isn´t possible like this. You will have to rebuild this maze from individual parts. You can use a bunch of image points even if it warns you but I don´t know how bad it is to go over the suggested limit.

  • Hey, try something like this.

    wackytoaster.at/parachute/stucksnow.c3p

    You probably should have the snow "melt" after some time being stuck because if it keeps snowing and snowing it will create more and more sprites (not ideal for performance having 1 million individual snowflakes around) If you want to keep the snowed on effect you could also use a canvas object on top that you regularely copy the sprites on (which can be destroyed after) to save performance.

  • The reason you have bouncing is because your characters animations have different collision boxes. Like if you walk into a wall your character might stop because it is touching the wall and automatically switch to idle, but idle has a smaller collision box and thus is not touching the wall and allows to start walking again.

    It´s a good idea to have a single (invisible) sprite without animations that serves as the characters collision box and have the actual sprite pinned to the invisible one.

  • Instead of setting the angle to a specific number like 30 you set it to the other objects property.

    So set angle to otherobject.angle

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WackyToaster

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