0plus1's Forum Posts

  • Because I personally do no like having a function returning an unexpected result.

    If a condition can be called only inside a certain trigger and it gets called outside said trigger, in a normal programming environment it should raise an exception.

    Since as far as I know there is no exception handling in Construct, it would make sense to have a parameter in the condition that forces the user to place that condition only inside the specified trigger, if not it should display (in the editor) a warning or an error, sort-of like how the Local Storage displays the [Certain events can not be moved due to restrictions on the trigger].

  • I couldn't find any information about this, sorry if my google-fu is weak.

    I was wondering if it's possible to restrict certain expression/actions to be called ONLY inside a certain event.

    Thanks.

  • Thank you, I imagined this was the case.

    JSON.stringify(Object)

    seems the way to go..

  • Is it possible to return an object from an expression?

    I tried with

     ret.set_any(this.Player);[/code:3mcbl79o] but it returns 0 (of course with ef_variadic_parameters).
    
    If it's not possible to return objects (why?), what is the safest way to encode the object into json?
    
    As an addendum, in case it's possible to return Objects, does the Local Storage plugin store full object or it does something to them?
    
    Thanks
  • Hope this hasn't been discussed before, but the search yield nothing.

    Has anyone ever done a split screen game for local multiplayer? That is rendering the same layout two time?

    I thought of lots of options, and probably the cleanest one would be multiple canvases talking to each other, just like it was a lan game.

    Has anyone have input/proof of concept?

    Thanks

  • Ashley thanks for that answer, it does make sense, only thing is: are you suggesting to include two sets of sprites? One low res and one high res?

    Jermfire That's a pretty generic comment, most new generation phone are actual capable of displaying 4k content, some phone even record video in 4k..

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  • Tekniko how?

  • sqiddster that's really interesting.

    If I understand correctly, it means that having a 1000x1000px on a 480x320px layout will use more memory than a 500x500px image on a 1280x720px layout?

    If this is correct it means that with the right scaling your layout size means mostly nothing in term of performance?

  • thanks for the warm welcome.

    sqiddster I was under the impression that all sprites gets decompressed into memory as bitmaps, thus having a 4k screen, should theoretically use more memory even when starting with a smaller initial resolution.

    Am I wrong or you simply mean that the FINAL screen res (a 4k screen against a 720p) makes a difference irregardless of the original layout size?

  • Hey, been using C2 for many years, I am targeting several platforms, I always used a base layout size of 480*320 and then scaling (while using sized sprites).

    That is fine, except that now most newer phones have resolutions hovering in the 4k realm.

    So my questions for you, lovely scirra community:

    1) In 2015 what is a more reasonable base resolution?

    2) Should sprites be designed and exported at 4k?

    3) How does the base layout size impact construct2 performance? Looks like less pixels for C2 = less power to caluclate collisions and movement, thus resizing a small layout should boost performance, is this true?

    Thanks

  • Arne small stuff, nothing major.. it's just a suggestion to keep the plugin alive and well opening it to community contributions..

  • Arne do you think you could set up a git repository so that I can commit the changes?

    I can easily set one up with your permission, these plugins are really important and it would be awesome to have all the community contributions!

  • Problem Description

    Construct has an issue with Post Script naming convention, required by Ejecta

    Attach a Capx

    Not Applicable

    Description of Capx

    Not Applicable

    Steps to Reproduce Bug

    • Create a text object with font Arial
    • Export for Ejecta
    • Test on xcode

    Observed Result

    CoreText performance note: Client called CTFontCreateWithName() using name "Arial" and got font with PostScript name "ArialMT". For best performance, only use PostScript names when calling this API.

    Expected Result

    No warning in console.

    This is a minor annoyance and so far I'm just doing a search and replace BUT, in case of other fonts (I'm using "Space Age" for example) construct exports as "Space Age" while Ejecta expects "SpaceAge", in this case it's not anymore a performance issue but the font won't simply render. Again it's just a matter of doing a search and replace, but I feel like Construct should export the fonts with the correct naming convention.

  • This is a fantastic news, really Ashley thank you.

    As soon as I finally publish my game I'll release a full plugin for ejecta that supports all the native functions (ads/game center).

    Meanwhile thank you, I dreamed about getting memory management in Ejecta.

  • Ashley, I'm very very happy to hear about this, just to be clear, this makes my exporter thingie (https://www.scirra.com/tutorials/627/ho ... ith-ejecta) useless? As in it works out of the box?