Cassianno's Forum Posts

  • Whenever you start a new game, DO NOT load, just go from "level 1" (of your game). Whenever the player saves it, it'll overwrite the "older" save.

  • Despite 3D, i can't think of something construct can't be used for.

    But if you think of HOW, then yes, Construct has its limits/weaknesses (ofc).

  • I STRONGLY suggest you dont use arrays for this. Either use json (with the awesome plugin that a member made - French Yann iirc) or a mix of arrays and dictionaries, populating them from a configuration file.

  • I understood that you're making a sandbox game right? Maybe something like terraria?

    How are you thinking to achieve this with this array? Control each tile in an array position?

    I won't go into much detail but check this out:

    chilly-durango.itch.io/level-generator-toolkit . The demo is pretty amazing.

    You can also divide/split the world into chunks and work with them to make your terrain. After the base terrain you can recursively/continuously add "layers" of detail into the terrain (ores, treasures, etc).

  • Contact me by showing a picture (Print screens) of the event pageso I can see the event/condition and actions to create and program a clock and a scoreboard.

    Thank you!

    Or i can say to you "go search here on forums/tutorials section because theres a TON of examples for these".

    Havent checked, just googled:

    1)

    scirra.com/tutorials/1056/countdown-timer-creating-one

    construct.net/forum/construct-2/how-do-i-18/how-do-i-make-a-countdown-time-76899

    scirra.com/tutorials/173/time-counter/page-3

    If they're not talking about Timer behaviour, then don't bother.

    2)

    Literally just google.

    Good luck.

  • Your options are either Photon as stated (for real time) or a more complete (data-persistent) one, like Playtfab or Gamesparks. You can't go wrong with any of them.

    You can of course set up your own websockets server and fully implement server side logic.

  • Is this really the right approach?

  • This doesnt work like this son.

    For this, you need either a phyisical file on the server or better yet, a database.

  • There was an announcement a few weeks ago, that private messaging will soon be removed from the forums. So yeah, all PM messages are now lost.

    Man... are you sure?

    Jesus freaking Christ.

    I think they could starting to revamp forums too.

  • Amazes me that we, the costumers, are saying that this was a major stepback and yet, no words on this.

    I KNOW we, humans, don't take changes easily, but JESUS CHRIST. Making everything ENORMOUS, HUGE SPACED and OMFG GREEN AND PINKY is really bad.

    Also, everything STILL broke. Links, formatting and etc. Have you guys swapped by mistake, before complete tests? Man, at least C2 is more consistent.

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  • Nice bro!

  • Congratulations on migrating to new forums!

    Could you please add "View my posts" link? I used it every day to keep track of my topics and answers. Can't imaging using this forum without it.

    EDIT: many old posts are now completely unreadable. For example, the FAQ:

    https://www.construct.net/au/forum/construct-2/how-do-i-18/-how-do-i-frequently-asked-que-41236

    This link actually "translated" to construct.net already, so i could access (FAQ).

    But for me, the whole forum is failing, for example: scirra.com/forum/get-random-animation-when-sprite-is-linked-to-an-array_p1177008

    Btw, Jesus Christ. This redish/salmon plus "baby green", damn. So ugly. Sorry for being honest and i know you guys won't change it anyways...

    Edit:

    1) daaaamnnn son, where are my awards/medals? I need them. Also, no more "Has a construct 2 license" badge?

    2) Hello there? Emoji/smiles? Unplayable.

  • Compressing images on import will have no positive effect on performance as all images are fully decompressed before rendering:

    Quoted here:

    [quote:sfxhp6vu]

    Also note images are fully decompressed before rendering, so the file format (whether you choose PNG-32, PNG-8 or JPEG) will have no effect on runtime memory use - only the download size.

    nevertheless, i think this is the go-to for developers.

    as time goes by we, more and more commonly, see games reaching insane MB/GB's of size.

    for example i always export jpgs at 75~80 and the exactly size ill be needing.

    strange that in this link Ashley also notices:

    [quote:sfxhp6vu]The combined spritesheets for this single object is a 300kb download and uses 2mb of memory. Without spritesheets the separate images would have been a 460kb download and used about 3mb of memory. So when applied to the entire project the savings can be quite significant.

    I understand that this is about spritesheet VS single images, but still, 300kb x 460kb ~ 1MB memory.

    Edit:

    Will compress better and create size according to what I actually need. Unfortunately I have been resizing these sprites in the editor.

    Btw, to do this easily (if you don't know already), you can export the image accordingly and then, on the sprite, reimport the images. I didn't mean to underestimate, just because once i saw a tuto on youtube and the dude reimported the image as a new sprite and put behaviours, animation, etc, all over again, swapping this whenever needed on event sheet.

  • I see.

    When you tried 1 - 0.5 ^dt it was fast too? As fast as 60*dt?

    Considering you want 12 px and the distance to cover is 32, i would say at first, maybe 1 - 0.25^dt

    Also, check this out, great explanation: https://answers.unity.com/questions/237 ... -work.html

    (mb if couldnt post this here, but as others usually talks about other engines...)