Arima's Forum Posts

  • Great idea. Thumbs up. It would really make things easier when people looking for help post a capx with custom plugins.

  • As I understand it, 100% opaque pixels are the fastest to render, fully transparent the second-fastest, and semi transparent third fastest. I don't think it matters whether the sprite's opacity is set to 60% or if the pixels contained in the image itself are 60% opaque, I think they will both render at the same speed. However, having an image where the actual pixels are rendered fully opaque but there appears to be a transparent object rendered in the image itself will be faster.

    It also results in the video card having to draw less pixels, which is especially a help on mobile.

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  • Arima: Oh haha, mmm, let's see if I can dig myself out of that hole. I bet your code is amazing! And your fashion sense is impeccable! Yes, there we go. <img src="smileys/smiley1.gif" border="0" align="middle" />..

    Lol nice save XD

  • Are you implying that loot pursuit's code is some kind of mess -

    What was an issue was my inexperience designing code properly, which is how it turned into a tangled mess.

    <img src="http://www.amirai.net/forums/Renaesad.png" border="0" />

    Seriously though, I think Ashley said that it wasn't feasible to have c2 have multiple conditions for each section of an or block because of the way construct is designed.

    Edit: or you could use the better suggestions listed above and below this post.

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  • What type of variable is it? If it's a global variable, write: global('HOR')

  • The way I deal with it is I have a local or global 'or' variable before both events that first is set to 0, then gets set to 1 if the first event runs. Then check in the second event if the variable is one or zero.

    So yeah, I have run into that situation before. :)

    <font size="1">...might be 11 bazillion</font>

  • Inspired by superkew's comment I fixed both problems by adding

    "Every tick: system set canvas size to LayoutWidth x LayoutHeight"

    Late response I know but I discovered I was accidentally setting the canvas size in one of my games every tick, and it was resulting in the frame rate being about halved. After changing the code to only set the canvas size when the device was rotated it solved the framerate problem.

  • Not yet, but hopefully Ludei will be implementing construct's layout by layout loading feature eventually.

  • At this time a viewable canvas size greater than 2048? would seriously harm performance.

    2046, actually. iOS apparently adds two pixels to the edge of the texture to make it so that they can rotate without aliased edges.

    Keep in mind when setting the resolution on a retina display device, you need to actually set it to a quarter (halve both the width and height) of what you want it set to, because iOS reports retina displays at a quarter their actual resolution. So to get 960x640, you set it to 480x320 (which would technically create a canvas of 482x322, but it doesn't matter since the extra pixels are blank/offscreen and the hardware can handle it, whereas the hardware cannot handle 2050x2050 textures).

  • Also there's the problem that web apps don't perform as well as webpages viewed in Safari or pages in a wrapper like cocoonjs.

  • Can you post a link to the thread you mentioned? The forum moved from one software to another a while ago, and the old forum was archived which still has many of the examples that were posted on it.

  • How long is it taking? How big is the game?

  • Cocoonjs recently implemented a beta version of hardware accelerated physics - if you have access to one of the devices, you can download the cocoonjs launcher for free and try the bundled demo of it. C2 doesn't support it yet, but it sounds like they probably will once the physics hardware acceleration is out of beta.

  • Arima, did you finish the last 3% last year? :D

    - no. -_-