Aphrodite's Forum Posts

  • Hello,

    What i wish to do is take Object A angle and set Object B position relative to the angle of Object A at a certain distance (lets say 200pixels) so if the Object A is taking another direction, the Object B must stay at 200 pixels in front of Object A at 200 pixels of position of Object A. The idea is if i am shooting object A that object b could serve as a detector in front of Object A. (This is not a line of sight only a simple detector.)

    Any ideas what i can use for this ?

    Thanks for your help! Greatly appreciated.

    you could use the Pin behavior on ObjectB, and pin "position and angle" relative to Object A

    Or you could set ObjectB position to :

    X: 200*cos(ObjectA.Angle)+ObjectA.X

    Y: 200*sin(ObjectA.Angle)+ObjectA.Y

    Or even set an object point in the image editor 200 pixels forward the center of ObjectA, and set the position of ObjectB to it.

  • I do have two monitors in the office with one is being a large screen. I suspect somehow the last location of the window is hardcoded based on the big monitor... There must be a file where it's getting the last settings. I did uninstall it as it downloaded the new version but it didn't change any settings.

    In the "Preferences" dialog, there is the Reset Dialog button that could solve your problem

  • The text changes.

    I edited my post just after posting it, but it was too late:

    I meant drawing this picture into a separate canvas.

  • The problem is, if I'm getting 5fps in a mobile, that means the device is doing a ton of work.

    True, the user probably doesn't care, but his battery will notice for sure. Especially since this is a visual novel, so it's supposed to be experienced in long stretches.

    Also, just throwing this out there, if the most frequent bottleneck on mobiles is fill rate, why not limit the redrawing to only the parts that change? Yes it's impossible in some types of games, and yes you get a bigger hit on the CPU, but on the other hand the GPU will have less work to do.

    EDIT: I wonder if drawing this picture into a separate canvas (through the canvas plugin) would mean that the canvas itself would not be redraw on screen, and so help for that.

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  • one big sprite with some color palettes will have 10 mb of memory, then a pack of 30 sliced sprites from big sprite will have same memory 10 mb.

    I have another project uses 2 or 4 colors, C2 says it uses 1.5 mb memory usage, then it's on preview using chrome, it uses less than 5 mb of memory.

    I was wondering if I make an another project without sprites, I use text and set as ImageMemoryusage expresssion, then started to run and it says 9.68 mb of memory by a plain white background, that's odd.

    I think C2 adds by default twice the rendering area to this expression, I am not entirely sure though, but that ciuld explain it.

    And for the PS, I was extrapolating, I know you aren't like that, was just constating that some points could be clearer, since a lot of people misinterprets them sometimes, not towards you.

  • No, the green arrow means it is a trigger (either a action called at some point, or an action that is triggered once while true).

    In the comparaison done by Sumyjkl , only instances of A that have varA to true will be concerned (If I am not mistaken)

    However I suggest not trying a collision check between two instances of the same object if possible

  • Layout scale adjusts the scale of a layout. Indeed I would use this to control the zoom but before I can zoom I need to know how much. For that I need the resolution of the display....

    For example. Lets say I have a game with 100x100. On a 200x200 device I would set the layout scale to 2. on a 300x300 device I would set the scale to 2... crop would fill out the edges... Basically I would scale by whole numbers but I need to know the display resolution to do this.

    May question is - how do I find the resolution of the device?

    The viewports expressions, or the browser expressions ScreenWidth and ScreenHeight should help

  • > Well the basic idea is stupid by itself so I guess It is normal, for ze lulz as some say.

    > ou mean the fact that thousands of people connecting at one time to complete a task is stupid? Not sure if you're serious or trolling, hahah.

    you got me there x)

  • running an animation at 120 fps while the computer and mobile is running at 60 fps top speed is not useful at the end, since half of them only will be seen (also not sure how C2 handles the fact that the animation is quicker than the actual framerate).

    a 29 frames animation seems really a lot here (since at 120 FPS, it should run the 29 frames in 0.24 seconds), try to see if dividing the number of frames by 2 and the speed of the animation by 2 helps in that case.

  • If your levels layout are called "Level_01" to "Level_75", to go to the next one, you could do:

    Go to layout (by name): "Level_"& tokenat(LayoutName, 1, "Level_")

  • Old games mostly did use the actual color palette of the computer(fullscreen only games were fullscreen for that reason I think), by changing it, and so they just did "do not render color #0" for exemple, that applied everywhere.

    Now the Webgl effect does not work like that, it ll check every pixel of the image, and change some of them, which can be intensive.

    At the end transparent is an information, like magenta was, the only difference being that, since nothing renders it, it appears transparent in every image editor (however it is line the magenta, still an information existing, and so will be stored in memory)

  • Indeed you misunderstood it, the article says that you can reuse images easily, so you should try to use smaller images to compose a big environnement, rather than having a big picture.And also that transparancy that physically exist in a picture is still stored in the memory (since it is information of the picture)

    Slicing a big picture still takes the memory (pretty sure in some cases it could be worse at the end), mostly slicing object to keep memory low is comparable to fill a bucket with small glasses of water, at the end the same quantity is in the bucke, it might have advantages but not worth the effort, you should try another solution that ll be better and take less time at the end.

    PS: you are not the only one to have read it like that, and everytime I say this is not the way to do it people says "but ashley said it", which can be really annoying since it is the interpretation of what he said that is wrong.I think a clearer response from him would help.

  • As a big pokemln blue/red/yellow fan, I can say I felt bad watching this.

    Well the basic idea is stupid by itself so I guess It is normal, for ze lulz as some say.

  • Mostly it is not recommended to use two movements behaviour together at the same time, mostly because it could be really confusing to adjust. Also I think the platform behavior has some functionnalities by itself that could not work as expected if you are not moving using it itself, but I could be wrong.

    Also physics is a behavior that should work alone.

    At the end I don t really know why you would like to combine them anyway, however non movement behavior I think work well mixed with other behaviors.

  • Depend on what you call "crossed out events".

    As said in the manual, events are mostly read from top to bottom, so if 2 events are contradicting each other, this applies.