Construct Limits

For questions about using Classic.

Post » Sat Mar 24, 2012 10:08 am

I make a strategy. Just in the very very very beginning.

The layout failed to give the game preview and to export exe. Proposes to address to the developper.

Only 200 objects somehow linked are in the layout and the .cap weight - 4 mBt.

Is it a really limit?
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Post » Sat Mar 24, 2012 10:26 am

I tried to debug
It writes

"A crash inside the runtime has been intercepted. The crash may be a bug in Construct. Please report it to Scirra"

I tried to remove the objects - did not helped at all.

My objects are composite. Out of 10-60 subobjects. And some of them are the exact copies of each other. To save the time I made pairs a Friend vis an Enemy. And after that - just renamed composite objects to make anothes main hero. There was a bug after such renaming - I was not able to copy its events in the main layout - but for the parts. I did it now nothin works(((((
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Post » Sat Mar 24, 2012 11:06 am

If this happens as soon as the game STARTS it's not a problem in the actual compiled games, it's like some other issue Construct enocunters. When I get these it's realted to calculations not returning accurate numbers (think dividing by zero), or some odd way of testing collisions between objects without proper referencing.

That's all I can suggest, but it's not a limit in Construct I am 99% sure.
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Post » Sat Mar 24, 2012 12:22 pm

Hi, Konjak,
Thanks for helping.
I tried to fix the bug. What I got - the bug starts when I have 2 Friendly vis 2 Enemy heroes.

Everyone of them has about 30 guns that are destroyed by 2 enemy ships by both at once and vis versa. The procedure of object elimination is rather sofisticated - the let say 2 Friend ship guns hit the Enemy Body and every hit is added to an Enemy body "Ship" Private Variable - "Hit". And the Enemy guns are destroyed at Random if the PV "Hit" is greater than 0, every gun destroyed subtruct 1 from the PV "Hit".

I have ideas how to simlify that procedure. In fact it is the only thing that join 2 vis 2 main heroes. Dima1112012-03-24 12:23:40
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Post » Sat Mar 24, 2012 2:09 pm

if you're sure it's that particular event (the crash doesn't happen if you disable that event)
please post your cap or a screenshot of that area of events and someone may be able to help you more easily
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Post » Sat Mar 24, 2012 5:28 pm

Are you using OR? Because that caused crashes sometimes when I used it.
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Post » Sat Mar 24, 2012 9:47 pm

Thanks everybody

Arima, I do not use OR. My strategy is very simple. I have managed to fix the bug

There is a file with the trubleshot
http://files.mail.ru/ON5HGA

I have renamed several times consequently the main heroes in the file and by this I suppose I have broken it. My heroes are quite alike each other and in purpose not to write any event and condition - I started to rename objects in pairs Friendly-Enemy. Cnstruct very carefully does it. But several consequent such renamings broke the file.
Dima1112012-03-24 21:48:29
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Post » Mon Apr 16, 2012 9:28 pm

Hi everybody,

I've met the probleme that is beyond my understanding

When I created a pair - a friendly vis an enemy - everything was simple.
When I put in the layout another pair - here it comes.

My friendly has a gun. And the same gun has another friendy. But the enemy may be destroyed from the certain distance. If one friendly is close to the enemy and another is beyond of the effective range - only one hit must destroy the enemy and the second must not though bouth shots are done from 2 absolutely similar guns.

As far as I quesse it can be solved by creating something (I do not know whether it exists in Construct) like a hits history with 2 columns: 1 - the hit and 2 - the distance. In that case I could choose the hit corresponding to 2 simultaneous conditions.

Is there in Construct something that can solve the probleme? I was said that the array can be used for suh purpose. May be somebody will give an example?
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Post » Thu Apr 26, 2012 11:24 pm

Hi,
Still I suppose I achieved the Construct limits.
500 objects. 11 Mb file. 3547 events.
the transition from layout to event sheet editor - 25 minutes - to edit anything is absolutely impossible. Laptop 2 gB operative memory dies...(

Is there any text alike Python editor that I could continue the work?
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Post » Thu Apr 26, 2012 11:38 pm

25 minutes?! I thought my event sheet took a long time to open at 10 minutes. :(

There's no other way to edit events in CC. This issue that you've encountered is one of the reasons I strongly recommend people use C2 instead of CC.

The only idea I have is to try splitting the event sheet into multiple sheets and use includes. That improved the opening and editing speed on my game, but it significantly increased the compiling time. I don't know if it would do the same for your game, but it's worth a try. Save a copy first!

Also, if you try that and it isn't better, then go back to your previously saved copy rather than copying and pasting everything back to the way it was and continuing! I tried that and it resulted in the .cap being slower to work with even though it seemed like it should have been the same.

Also, try to keep from adding more objects when possible... I've found CC doesn't like having so many of them.

You could also upgrade your computer, as a faster processor will definitely help (I've tried editing my game on a faster computer and it's vastly improved) but that's an expensive option.Arima2012-04-26 23:42:14
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