Chadori's Forum Posts

  • It's very reliable in my own opinion. See it's back again.

  • > I normally use functions for filtering global variable reset. I don't really think this is a need but if Ashley somehow makes a creative and interactive design for this feature for C3 then.... +1

    >

    Could you go into a bit more detail on how you use functions?

    has the link to get you started.

    Ashley .... Yeah well some of us understand the complexity of it but can it be implemented for C3? I mean a better variable support for C3. It's kind of pointless making C3 if it's almost an exact copy of C2 in my opinion. Btw Ashley. Are you the only one making C3 or are there others? It looks like you are the only one doing all the work in my perspective....

  • Maybe a problem with Scirra's Signalling Server.... It'll come back after a while or at least tomorrow.

  • I normally use functions for filtering global variable reset. I don't really think this is a need but if Ashley somehow makes a creative and interactive design for this feature for C3 then.... +1

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  • Hey,

    So I have a small sprite (100 x 100px) that would rotate to a location if the device is oriented in a certain way.

    My question is: does this rotating sprite affect performance on a lower end device?

    The angle checking is needed for something else in the game, so I am interested in only the rotating part.

    Thanks in advance for the replies!

    Android 4.3- (Jellybean and below devices) :

    Yeah but that depends on the screen size ratio.... The bigger the screen size, the bigger your sprites + more objects.

    360p: Not really

    480p: A bit.

    720p: Absolutely (Unplayable).

    Android 4.4+ (Kitkat and above devices) :

    It will do fine... If it's new.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Today's new phones even if low-end can very well support HTML5 games unlike old but high-end devices.

    It is because HTML5 games mobile support is just new and developing. As a year pass, the better the phone support with HTML5 games.

    I hope that answers your question.

  • Go to : C2 Logo -> Preferences: -> Colors Tab - > Choose Theme: (Dark Gray) -> Load Selected Theme.

  • hi, guys, what is the best way to export for android? intelXDK? coocon? what do you use?

    IntelXDK! ...... Cocoon.IO is only good for small games and doesn't support wide ranges of plugins for example the Layout Transition Plugin by . But that is only my opinion.

    Based on experience, i actually tried both of them. IntelXDK was my first one since 2014, then there was a 2015 update on IntelXDK crosswalk that caused a problem (i forgot the other problems but one was about the googleplay depreciation of a certain Cordova CLI version). So i decided to use Cocoon.IO and was i dissapointed since it can't support most custom plugins but it does have a lighter size of .apk than IntelXDK but the drawback was the unnecessary permissions that made the cocoon.io built apps look suspicious. So many people here still held their game releases to wait for IntelXDK to release a better version of IntelXDK because Cocoon.io is just too much of a disadvantage especially that you can't convert an IntelXDK app to Cocoon.IO and vice-versa because of the keystore differences in format.

    So after (3~4 months) IntelXDK released a new version and it was a rushed one because of the need. So everyone that waited including me were relieved because not only that the IntelXDK is better and updated , it is also faster than Cocoon.IO.

    So long story short, i suggest using IntelXDK . But again that's only my opinion.

    Cocoon.IO

    Pros:

    • Lighter
    • Theoretically nearly as fast as IntelXDK.

    Cons:

    • Unnecessary Permissions that makes an app suspicious.
    • Less Supported Plugins.
    • Black Screen on some cases.
    • Music stopping from working when app is minimized and maximized again. But has a workaround by setting background music to "On". This issue is suspected to be a C2 problem rather than Cocoon.IO's.

    IntelXDK

    Pros:

    • Wide plugin support.
    • Fastest one i've seen so far.
    • A Construct 2 standard.

    Cons:

    • Heavier than cocoon.io unless you go to the shared version.
    • IntelXDK is turning their focus out on Cordova Apps.
    • Music stopping from working when app is minimized and maximized again. But has a workaround by setting background music to "On". This issue is suspected to be a C2 problem rather than IntelXDK's.
  • Hello,

    Please a need help with some issue, when i use my game with android, the first launch its normal, but if i minimize the game and later return only the musics plays, the sound its just like mute or something, anyone could help me ?

    Yes. I experience this myself. This bug was already happening years ago. I don't know if they fixed this but it seems that they didn't.

    I do have a workaround but it's not a solution. Try setting Play Audio/Music on Background and the music will work on background, so it will not be muted on maximizing the game.

    > The good news about this is that game maker and fusion released too early. Now SCIRRA has the advantage to do better improvements to C3.

    >

    You can't tell me that Scirra needed to wait GMS2 and Fusion 3 to appear in order to inspire from

    Good news for who ? GMS2 might had released to early, but the users can try now the beta and get used to it. From here on it will only get better.

    Well, it was supposed to be a good news for us. You are already used to C2 right? I'm sure you and the others will upgrade to C3 because you're used to it. And besides at the moment C3 releases, i'm sure topics like this will also be present in YoYo Games' Forums.

    For me, the news (blog and videos) about Fusion 3 made me sure that moving to it is the good direction to go. The current version already exports native and simply works, no need for 3rd party software. But I agree that C2's workflow is superior

    I know that plans change, but at the moment we don't even know (officially) if C3 will still be HTML5-only or not.

    We officially know that C3 will still be HTML5 only! Ashley said that hundreds of times. Which is actually a little bit disappointing.

  • No problem , Ive looked in a lot of places and didnt find any tutorials of how to do that, and all the ways I tried I ended up lost inside it haha so any example will open my mind to it

    Sorry. Just logged in to say that i don't have the time for that. So i'll leave it to the other guys.

  • Does anyone know the formula that's going on behind this function: angle(x1, y1 , x2, y2) ?

    I tried using the (Distance formula to get the hypotenuse) ....

    I also used the trigonometric formulas SOHCAHTOA to get each sides and angles...

    I also used cos(a/h) * 180/pi to get the angle but it seems wrong.

    I also used this formula cos = { u1*v1 + u2*v2 / (sqrt[u1^2+v2^2])(sqrt[v1^2+v2^2]) }

    but no luck...

    Anything i'm missing...?

    Thanks.

    Update: Edit:

    Lol. My formula was correct from the beginning, i just forgot to add + 90 degrees since i was using a tiledbackground.

    The good news about this is that game maker and fusion released too early. Now SCIRRA has the advantage to do better improvements to C3.

  • Just to clarify... When rotating a tilemap in a separate layer, collision polygons don't work properly anymore. It's not that the collision cells didn't rotate, it's the collision polygons failing to work since it can't rotate. And because of that the tilemap collision polygon becomes one whole rectangle / square. If the case is that the tilemap has the solid behavior, it will become one rectangular/square solid ignoring it's own collision polygons.

    My point is that the collision polygons not rotating is not the case, it's actually ignoring the custom collision polygon and reverting to a single rectangular default collision polygon because of the fact it can't rotate. Even the blank parts are affected.

  • Here the explanation is in the event sheet.

    https://1drv.ms/u/s!AjcW2ueud6qp1RNZKCydTfgZO6Tq

  • Would it really? I haven't run across a device made in the last couple of years that doesn't support webgl. Allowing old technology to hold back new technology with a growing user base seems off.

    Ehemmm....Canvas 2D is still supported more places & devices than WebGL than you think. I'll just tell you know, if Ashley does remove canvas2d support then anticipate the entire forum and bug section will be flooded like never before.

    And who's to say that the new tech can't support things the old tech doesn't?

    Uhmm Ehemm...Stackoverflow.

    I'm just not following the train of thought that says "we can't do X because that would upset some people, even though not doing X holds everything back and upsets an increasingly larger number of people," but maybe I'm missing something?

    Uhhhmmm.... Ashley is an entrepreneur, he thinks for the majority and as of now canvas2d is still needed by majority.

    As a game developer, i would choose to make a game that is likely to be played by majority of players than those rarely are played by gamers by interest.