Aphrodite's Forum Posts

  • +1 for me too, it is simply disturbing to rely just on the relative scroll speed but not having any offset control.

  • .....I wonder, what if, after the game first loaded, you close it, cut the internet connection and restart it, does it works? (the offline.appcache may make it work offline).

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  • The situation of Android would be even worse than I thought, not that I even saw it as a real opportunity anyway (since adverts is the way to go, a market when you don't expect people to pay for what you give them)but still interesting, I wonder what could be done to help with that, I would say antipiracy measures (while they are completely uneffective, people seems to be thinking à paid app cannot sell if it can be illegitimately acquired), but mostly, I would think that it is expected, everyone says à paid app cannot sell on android, so they do not even try and drag down even more the situation, more exploiting à dying market than really "selling" à game IMO.

  • It is known but I can see that indeed the manual does not seem to mention this (also, this affects every kind of objects, not just sprites).

    however I though it was affected by the oldest existing instance in the editor rather than the position of the layout in the list.

  • If you are not against that, the paster plugin might be perfect for you:

    basically a paster is a rectangle where you "snapshot" a part of the layout, then you just display it.

  • also, web games done with C2 are stored in the cache of the browser and effectively work offline when they have been played at least once.

  • " I just don't understand why there is so much about physics needing a fixed time step."

    it seems to be consistency, the same physics interactions by default should return the exact same result, and framerate dependacy makes every frame act the same way normally as there are no compensation to a varying framerate to be done.

    I'd like to see an event like "Update behavior" rather than the engine doing it only by itself, I guess it is not what is planned though.

  • Savvy001 the max texture size is reached, and so your setup cannot work with it, this is not something you can work around easily (nor try to), as it is an hardware limitation IIRC.

    as for 2048x2048, it is C2 saying an advice, not the exact limit on your setup.

  • it is possible to enable framerate independancy in the physics of C2 (I do not have C2 right now, but I think it is called stzppkng mode, you have to use an action to change it, if you are above 30 fps, the framerate independency will exist, but under 30 fps it will slow down)

    every 1/40 seconds could be used but I would rather have a way to not go in accordance to the V sync itself and specify a framerate(funfact, if your refrzsh rate is 120 hz, the game will try to go at 120 fps), as it can look very bad if some objects just lags in some frames when others are fluid (but I understand what you mean).

  • frcol did you make sure the variable was static?

  • tilemaps won't benefit from render cells, however they automatically uses collision cells to render what is needed only, sl in short, it is like they are using it as a default.

  • I wonder, are you forcing the fullscreen mode? I recon the debug not working with fullscreen on node webkit (could be wrong on that).

  • Afaik they want to switch completely to the asm.js version first, but this was a long time ago, and we did not saw any real hint that this is happening anytime soon (not sure which kind of problem they would have with that).

  • I am not sure I understand based on the links you posted (may be due to a language barrier), is it like the user choose to see an advert to be awarded? (it sounds like this to me, but surely it cannot be)

  • well, copying save data is something I like to do, but if your game lets you save in any slot, it is not needed as a feature I think.