Arima's Forum Posts

  • Or even easier, you could set the color filter of the layer.

  • For color, contrast and vibrance, CRT still has everything beat. I've been hearing good things about OLED, but they're still too expensive.

  • Glad you got it working. Just thought I'd mention that most conditions are actually 'if' statements, though.

  • Seems that it's pretty common for guys to like it too. Youtube claims it's more watched by guys than girls!

    Youtube stats:

    This video is most popular with:

    Gender/Age

    Male/25-34

    Female/13-17

    Male/18-24

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  • The problems opening it are because you posted a .caproj instead of a .capx. A .capx is basically a zip file with all the resources included, which is why it isn't finding the image. When the project is open, use 'save as single file' to save it as a .capx.

  • The windows controls don't work properly in full screen mode and are quite limited in function. Using the sprite button plugin or making your own with a sprite are better options, give them a try!

  • As far as I understand it, while it's technically possible, the amount of work required for someone to do it for C1 makes it implausible. Tho an opengl C1 would be awesome..!

    I didn't code the thing, though, so best to wait for Ashley's response.

  • My jaw dropped at watching that trailer. The graphics look far better than the unreal and crysis tech vids that showed up. The lighting and graphics and especially how they move makes that look real. Incredible.

  • I tried that, and found for lots of crowded objects, physics is actually far better at the task - it's made to stack objects, after all.

  • Give each unit an invisible circle base sprite, give that physics, set it to elliptical and reduce the number of steps to 1.

  • Simply make your own fps counter. Every tick add 1 to it. Every 1000 ms check it and reset it.

  • Usually I just scroll up or down a bit, moving what I want to select generally closer to the center of the screen vertically and try again.

  • Just wanted to mention that layers themselves don't add to vram use. It's the sprites or effects on the layer that use it. You could have a hundred layers, and without anything on them, they won't increase the vram use one bit.

  • Construct appears to use textures for the black borders, the amount depending on the amount covered. That said, I know people often here talk about keeping vram usage to a minimum, but 14 mb of vram really isn't that much. Any even remotely recent computer should be able to manage that and plenty more no problem.

    Also, do you have any full screen canvases or layer effects? That could affect vram usage.

    Otherwise, I guess my best recommendation would be to make the layout size always bigger than the screen resolution and make the pillarboxing yourself.

    Edit - there are workarounds for is object on screen (check distance) and the UI (have a camera object, set position of ui elements to it + the offset - there's probably a better way than that but I'm not sure of any others atm. You could even make a ui family with xoffset and yoffset variables and set the offset at the beginning of the layout if you don't want to have to hand code the offsets, etc).

  • The feature I would love most would be for debug mode to be able to watch the xml event sheets at runtime and when they're updated by saving, update the internal events without having to recompile like lua does. That's right, instant editing of the running game while it's running.

    That would make the testing process a gazillion times easier and quicker. No more 'tweak, compile, get to the section of the game, test, restart process' - you could simply leave the game running while you worked on it (this would only work while you're working on the code tho, I woudn't expect other edits like inserting new objects to show up as well).