Colludium's Forum Posts

  • I have only 2 responses left - either:

    ! or

    !

    Seriously, though, if you're not using Chrome, nw.js or Edge then you need to upgrade... Turn off all other programs on your computer - if you're running Unity, Blender or have 30 tabs of GIMP open then that could be the cause of your trouble. If not, try pressing f12 in Chrome and record some timeline to see what might be causing your frame drops. If none of that works, you could post a capx of your test for others to try...

  • In the debugger, check to see if your laptop is rendering using webgl or canvas2d. If the latter then your graphics driver is not supported.

  • I'm always happy to inadvertently help!

  • First and last bump. Anyone able to help, please?

    Thanks.

  • As far as I'm aware, the scml object requires the action of one event to associate all of the spriter objects together, and that's only once per project (the trigger doesn't run every layout). But as for other game assets, I don't see the need for loader-layouts as you describe. Better to have a false loader-layout where everything you need is created and stored in memory before the layout is enabled to start in full game mode.

    Edit: Webfonts also require a once-only loading per game.

    Edit2: I'm still not an expert...

  • This is interesting - I can reproduce this, although I don't get the same dramatic cpu numbers you describe. According to the profiler, I get:

    With platform Disabled:

    • Engine 0.5%
    • Draw 0.1%

    With platform Enabled:

    • Engine 1.3% (increase seems reasonable....)
    • Draw 2.1% (20 x the draw call demanded above...?...)
  • To shader experts...

    I have been experimenting with the stock toon shader but I don't like how the outlines scale to make the line width relatively smaller when full screen). I found a great example on github (here) with a live demo as an example of what I'm searching for.

    I looked through the stock shader code and it's not apparent to me how I could modify it to remove the drawing of the lines. I also have no idea how to transfer the relevant code from the github repository and create a new c2 effect - can anyone help / offer me some pointers on how to go about this please? Wasn't sure if this should be in this forum or the How do I... Hope it's ok here.

    Thanks!

  • Wow! Thank you for this - it's awesome!!

  • Perhaps it might be worth creating your own push-out algorithm that reverses the player's direction of travel until clear of the solid....? A While-Loop should work, as long as you make sure you can't teleport off screen in certain extreme cases!

  • Ruskul, I agree. This is one of those times where having scripts inside c2 could be really useful. The only negative side to loading variables from a csv or json is that you might have to contend with cheating by somehow checking the integrity of the contents...

  • I've had some success with importing a json into a dictionary object - declaring the variables in a text editor is then much easier than using events.... And, if you name your keys like "weapon0", "weapon1" etc then you can loop through them during the game using string functions.

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  • 99Instances2Go, you have just re-hashed my bug report. The first OR in your example works like a broken/locking AND condition and not an OR condition. The reason this happens is there is a bug in c2 :p ....

    Please stop spamming my bug report and let the c2 devs work this; are you still insisting that this is not a bug?

  • Thanks for checking, R0J0hound, that's good to know.

  • 99Instances2Go,

    I've edited the original capx, please re-download and take a look. There is definitely a picking problem caused by the presence and position of the mouse-overlap check condition.

    I have added a text object that changes to indicate if the OR block is running as TRUE or FALSE. The tiled background should be picked by the overlap with the sprite, but this is not happening - even though the text object is changing to indicate the condition was True.