BadMario's Forum Posts

  • maybe the problem is that Construct just sets game frame rate according to refresh rate so we have no control over it

  • Giving 1 star reviews to a game because it does not work on your device is idiotic and should be considered as abuse or a fake review ( you cannot review something you did not play )

    But, I guess while Google is busy working on AI there is no actual I anywhere near that place.

  • WacktToaster has a good point. I only use on tap for menu items, for game interaction it is almost always on any touch start as that registers immediately ( or should in theory )

  • Construct already creates sprite sheets, so that is already there. If you increase the max spritesheet size in project properties it should cut down on the number of files significantly, just check that it does not affect your gameplay in some way ( it shouldn't ).

  • If you use the debugger in Construct 3 it will tell you how much RAM it is using on each layout.

    Also, most phones will have some kind of optimizing app under settings, and you can see there how much RAM is free before you launch your game, and how much is left after the game starts.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yeah, but how much RAM does it use? My game that has had problems was only 15MB in download size, but uses anywhere between 450 mb and 1 GB of Ram depending on which Construct 2/3 export is used. basically that game had to be exported with Construct 2, otherwise crashed too many phones, even iPhones

  • I don't think it matters whether you preload images or not. If your layout/level uses something like 500 mb to 1GB of RAM it will crash on a bunch of phones because they suck ( phones ).

    Your only option is to split this into 2 layouts so each uses 1/2 of that ( if game allows for something like that ).

  • Or maybe you can use a family instance variable ( RateofFire ) that changes depending on which weapon is used

  • ahh, should have checked the video of the game first. So it needs to be able to drop like that.

    I am afraid physics behavior will only work with interaction with balls, but as far as physics between the drawn structure and the rest of the environment, probably will need to code your own physics with events.

    Draw an imaginary bounding box around the structure then test that for collisions with the environment

  • Never actually tried this, but could you do the usual drawing lines thingy , but add physics behavior to sprites used to draw and set them to immovable. Then is seems you would not need joints at all, and since they are immovable they would ( obviously ) not move.

  • I figured out a while back that fade and text fields were both issues when exporting Construct 2 games with Construct 3 runtime, so I replaced text fields with sprite fonts, trashed fade behavior and created my own fade.

    Global or instance variable fade = 0

    When you need to trigger fade set it to 1

    Then just have and event if fade = 1 and sprite .Opacity <100 then sprite.Opacity = Self.Opacity+1

    May help you, may be simpler than trying out to figure out what is going on.

  • Use exact same sizes and names as default icons. Delete default ones then import new ones ( I think you have to delete first because you will end up with doubles. 64 x 64 is the size of the loading screen icon.

  • But be careful, if you have Steph Curry and Kawhi Leonard on your list they will always come out on top, no matter how you sort it.

  • Haven't actually tried it, but my first thought is scaling the layout while simultaneously scrolling to position of the object you want to zoom in on.

  • There is Touch.X and Touch.Y

    you could set a global variable called something like aim or target and update it every tick with

    if mouse mode aim = angle(gun.X,gun.Y,Mouse.X,Mouse.Y)

    if touch mode aim = angle(gun.X,gun.Y,Touch.X,Touch.Y)

    Then fire in that direction ( aim )