Creating objects at run-time problem !!

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Post » Thu Dec 26, 2013 11:43 am

When clients demand things that cant be created in the way they like it you should show them alternatives that do work.

Probably you could make the game run better by optimizeng the images without the client even noticing the images aren't 1080p. The game will be 1080p and all effects will happen at 1080p, but there's no need for every single sprite to be 1080p.

(btw: you are talking about a client, so I guess you have either a personal or business license? I ask because I thought owners of a license had the medal on their avatar)
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Thu Dec 26, 2013 11:44 am

Check your events which run every tick.

In a lot of situations a slight impropper use of a loop functions slows everything a lot.

these events have this green circled arrow before them.
They are events which run continously.
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Post » Thu Dec 26, 2013 12:37 pm

There is no such events in my game. I am now guessing that the page turning animation is taking much usage as this problem started only after adding that effect.
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Post » Thu Dec 26, 2013 12:42 pm

I wouldnt mind having a glance at your capx to look for bottlenecks
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Post » Thu Dec 26, 2013 12:46 pm

Sorry but I can't share the project (hope you understand). I will try to negotiate with my client, stating the problem.

What if I make 2-3 unused layout and distribute images to them instead of only one layout. Will it do any difference ?
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Post » Thu Dec 26, 2013 2:04 pm

No problems, I do.

Im not sure, I dont see the benefit in it apart from good organising.



generally, the images dont slow your processing at run time, it just takes longer to load. There must be something thats slowing your active performance. Perhaps double check up on the events of the animation.

you could try and start with the debugger, and see whats happening, .. perhaps you see something thats a miss.
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