mekonbekon's Recent Forum Activity

    • Post link icon

    Since the last Beta update my local saves have gone from taking a few seconds to a few minutes to complete. The first few saves after opening a project are quick but after that the slowness sets in and the only way to speed them up is to reload Construct.

    My project size is fairly small (<1.4MB). I'm using Win10, PC, Chrome v80.

    Has anyone else experienced this and if so is there a simple fix?

  • I think that's pretty much the size of it - if the game has been loaded once it doesn't need to be reloaded, even if you refresh the page. If there are updates to the game I believe it will automatically download in the background, although I'm not sure if that always retriggers the loader the next time the game is run. Don't quote me on any of that though! :-)

  • You can use the object's Z Order>Pick top/bottom condition to select the topmost object of a given type.

  • I suspect it's because you set AudioPreloaded to 1 in the first event:

    If your game has fully loaded once before, it won't trigger event 1 again because loading progress will already be at 100% so AudioPreloaded will remain at 0.

    You can ensure all sounds are preloaded whilst the game is loading by ticking "Preload Sounds" in Project> Properties>Startup, so you won't need to preload them manually in the Loader Layout. This is fine if you only have a few sounds to load, but if you have a lot of sounds and only want to load a selection of them to keep the initial load quick, then use the manual preload actions.

    You can simplify as follows:

    dropbox.com/s/z10homwhvtsrkn6/audioLoader.c3p

    Wait until the loader has completed, then preload the audio, then progress the layout when the audio is complete.

    I've added some debug text and waits so you can see the progress when running it.

  • Here's an example that allows you to move blocks around a grid without overlap - if you want the blocks to combine "Threes" style then you can modify the array value conditions in event 14.

    dropbox.com/s/yu4sgvidmpocp32/slideArray.c3p

  • Not sure tbh, I tend to make bespoke buttons out of sprites. Maybe you can do it using the "Set CSS value" action?

  • Nothing wrong with doing it that way - if it works, it works! :-)

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • You can add the timer plugin to the button - if you set the timer to regular you can then use it to spawn an enemy every x seconds:

    dropbox.com/s/23reuzoys26srap/buttonTimerSpawner.c3p

    Click the black button to turn the enemy spawn on and off.

  • Add the AJAX plugin to your project. To load the array file use the following sequence of actions:

    AJAX:Request yourArray.json

    System: Wait for previous actions to complete

    yourArrayObject: Load from JSON string AJAX.lastdata

  • In fact that example doesn't even need the "trigger once" condition in the first event.

  • This should work for you, no need to mention frame 2:

    dropbox.com/s/qwvrr0fylt405pf/mouseOver.capx

  • No problem, happy to help :-)

mekonbekon's avatar

mekonbekon

Early Adopter

Member since 9 May, 2014

Twitter
mekonbekon has 13 followers

Trophy Case

  • 11-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • x3
    Popular Game One of your games has over 1,000 players
  • Famous Game One of your games has over 10,000 players
  • Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

20/44
How to earn trophies