1mrpaul1's Forum Posts

  • Mobile Advert is meant to be used in exported mobile applications only.

    Remove it completely from your project for an HTML5 export.

    it is tricky to remove it, it can break a lot of things. if to make separated apps, it is also hard, because you will need to make all updates in the 2 apps that potentially can be (and will be) a reason of bugs

    not easier to just ignore it?

    By the way, I tried to separate the code by means of platform info plugin, but it is not working, because html5 on android is classified as "on android" and not as a web export. I believe android got to be only for native android app. probably the same things on iOs

  • Не проверял, на чистом проекте? может чтото постоянно запускает музыку снова

    Didn't check it on a clean project? maybe something keeps playing music again

  • the game not loading after export

    this error from start

    main.js:421 Uncaught TypeError: Cannot read property 'platformId' of undefined

    while all events with this plugin are disabled in the html5 export, the error still happens, probably because the field with iOs application ID is empty (I'm not doing export to iOs)

    is it ok?

  • Ok, thank you.

    Will need to think what to do with my multiplayer game. this pausing is a big pain

  • Noticed that no matter "Pause on unfocus" is checked or not, the game will be paused on unfocus

    Is it bug or feature?

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  • If your game is under 5mb (since it seems you said loading a 2mb spritesheet loaded 70% of the game), maybe you don't need a loader layout at all. It's most appropriate for very large games only. These days the average web page size is something like 2-3mb, so if your game is in that ballpark, it will load as quickly as a normal web page.

    my game is over 10mb, with code and sounds.

    and even 5 mb can load a lot of time on the bad connection, in the countries where people playing web games, internet speed is usually low.

    and forgot that I also have a progress bar that consists of bar background and bar itself.

    And see that bar background was placed in the 3rd biggest atlas while bar in the 4th also biggest atlas. so, to load tiny pictures loader got to download 2 big atlases.

    sometimes images are divided successfully, as separated images, or placing in the small atlas, but the fact that this important moment is a matter of luck is disturbing

  • I'm using in my game, preloader with 2 images, background and logo,

    I tried to keep the preloader size small, because better when users see preloader instead of the default black screen with the bar

    shortly

    the C3, put these 2 images in the 2 biggest atlases in the whole build, more than 2 mb together.

    So, as a result, when the images for preloader loaded, 70% of the game is loaded with it, and actually, the preloader became useless

    Why the app, do not handle this thing? I have the checkbox "use loader layout" checked, maybe C3 got to use the images from this layout separately?

    I think it is logical

  • Think of it like real life. If you need the floor to be movable, then set it to be not immovable and use other immovable objects underneath it to support it.

    it is right, but not suites in my case, and for platformers overall

    we need some behavior, like solid, that will allow objects to contact with physics but not using physics for these cases

  • You can't use any non-physics behaviors with physics behaviors. If you need to move a physics object you need to move it using apply force or impulse.

    we can, but it can produce bugs

    and we can't apply forces or impulses to the floor because it is immovable

    so, if I will use nonphysics motion, I will get bugs, if I will make the floor immovable, it will just fall down

  • probably found a reason.

    I'm using sine beh with the floor and maybe it has some conflicts with physics

    the non-3D object works normally

  • In the 3D shapes physics workes weird.

    i have a floor with physics and car, that moving on the floor

    also, I have a fence that is 3D shape, that sting on the floor, also with physics

    so, when fences just staying on the floor, it is like itis doesn't have physics but if the car will hit this dance, physics in the fence is wake up, it starts to react with the floor and have gravity. but after a few seconds again losing physics properties

    and I cant understand what is happening

  • A way to implement this.

    Made with beta r255

    Thank you Kyatric

    the problem is, I do not want to use additional variables, arrays, or something.

    I m making a big project with a lot of elements, and it is very hard to use arrays for them. and do not want to use additional variables as long as I already have thousands of them and as I know, it has a big impact on the performance

    Resolved the issue with variable

    "damage taken"

    but will be much better if it was possible to do as described in the first post

    here is the example in the game that I made in C2

    (pieces glowing effect at the level end) youtube.com/watch

    I'm just wondering, isn't it possible to make some action, that will repeats with some delay

    Like, repeat x times with y delay. I'm sure it will be useful in many cases

  • In C2 im actively using loopindex with wait feature

    For example

    repeat 5 times - wait 0.1*loopindex

    move object by 10*loopindex pixels

    that makes object moving on 10 pixels at start and than increase its speed till 50px at the loopindex 5

    For now, in C3 it dosnt work

    with the above code, it always will give 50 px, because even after first wait 0.1 sec loopindex will equal to 5(last number of loop)

    Please advice how to do something the same in C3

  • Hi

    very often getting disconects from the server.

    Please advice how to prevent it and how to reconect

    i have 2 players realtime fight.

    sending position(x/y/angle) every 0.1 sec and hits, when they are happen

    By the way, im using example template that goes with the plugin (C3) just added sending the players coordinates

  • Thank you, good advice