Arima's Forum Posts

  • Makine a layout object modal means it pauses everything in the layout below it.

    Well, almost everything - there's a bug at the moment that still runs some mouseclick events, but it's not supposed to.

  • You can also pause by using a modal layout object.

  • You can set the object's opacity to 0 and then right click it and lock it. I think you can also hide it via the same menu instead.

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  • Thanks.

  • When saving an array, it saves to the same location of the .cap. How can I save it to another directory?

    At the moment, I'm trying to move the saved array to another directory in the same folder, but I'm not sure how to get it to work.

  • That works if you're not using behaviors. I hope that making the behaviors only collide with objects on their layers (as an option?) is still on the to-do list? I really want it for the platform and physics behaviors.

  • Hmm, streaming. Could we potentially load things into VRAM without it pausing, if what's being loaded isn't needed yet? So instead of putting the texture through immediately, it would work like this:

    CPU runs events

    GPU renders frame

    Load textures in time between frames

    If it's time to render the next frame and the texture hasn't finished loading, wait for the cpu and gpu to run again before loading the rest of it.

    Don't know if it's possible or not, but it would help a lot to keep gameplay smooth and reduce loading times.

  • You could load JPEGs from external files.

    But couldn't people edit them then? Or is it possible to store jpgs as resources?

  • JPEG has no alpha channels so is not a particularly useful format for most games.

    While for most purposes you're right, but what about, for example, an adventure game with lots of backgrounds? If compressed correctly, jpgs can look free of compression artifacts and still be smaller than png. For a game with lots and lots of graphics that don't need alpha channels, I think jpg would be quite useful to make the game smaller.

  • I think it should have a few ways of going about it.

    1. Load everything at start, like it is now. A lot of games are small enough that pretty much any card could load them, and then you don't have any loading issues.

    2. Upon going from one layout to another, dump everything except global objects and load all objects on the new layout into VRAM.

    3. Have a checkbox "keep in VRAM" - like for the main character, who's going to be used often, even if they're not global. Can be overridden by:

    4. Manual controls. Example: At start of layout, dump everything (except the stuff in #3), delete the objects you don't want to use, then use a "load objects in layout" command. Or the "destroy at startup" attribute will prevent an object from being loaded into VRAM.

    There might be a better way of going about it, but those're my thoughts.

  • You can also move it off screen, set its opacity to 0 and then lock it so you can't click on it. At that point, it will seem like it's not there. But then you would need to set its opacity manually every time you create one or it would be invisible when you create them.

  • You don't have to make an event for each letter. Make a variable to control how many characters are shown, and make two events like this:

    if key is not down

    • add to variable ('charactersshown') 10*timedelta
    • set text to left("write text to show here", variable('charactersshown'))

    If key is down

    • add to variable ('charactersshown') 20*timedelta
    • set text to left("write text to show here", variable('charactersshown'))

    That should increase the number of characters shown automatically, all in two events.

    Edit: Ashley beat me to it, but I might as well post anyway.

  • It sounds brilliant, but to use it I would need to have it work with custom systems.

    In the game I'm working on, I have it like an adventure game, where you open the inventory, click on an item to have it disappear from the inventory and follow the mouse, then I can close the inventory and then click on a sprite to use the item on it. Currently I have a sprite that follows the mouse around and has all of the item animations, and automatically sets itself to what the mouse is carrying.

    If it was possible to get values and had enough control options, then it sounds fantastic!

  • Have you downloaded the .cap?

    Each point represents a point on the sprite. The sprite will bend along with the bones.

    To see a video of it in action, they use this type of thing in the aquaria trailer in numerous places.