dop2000's Forum Posts

  • That being said, I did notice a huge difference in the snappiness of the javascript code as opposed to events. It felt like a completely different engine and I had never felt that kind of responsiveness from this engine before.

    I tested two templates for Ghost Shooter (event-based and JS-based), and noticed no difference. As others have mentioned, events in C3 are interpreted to JS, so for most of them there shouldn't be any difference whatsoever.

    In other words, re-creating functionality of C3 standard plugins and behaviors with JS would be a waste of time, because the engine already does this for you.

    I only use JS when I need features that don't exist in C3, or when processing huge arrays, for example image data of a large drawing canvas.

  • No, not the entire app. If you want to offer your game on Google Store, then there it should be.

    I meant your game can download some assets like level maps or graphics from your server. Like I said, it's not going to be an easy task, and for some games this may not work at all.

    I don't know if any such tutorials exist, sorry.

  • That's just a function name in my game, ignore it. You can put your own code in that event.

  • You need to upload an updated version of the game to Google Play. How else will users download it?

    I suggest not updating it too often, people may not like it.

    If you need to update the content every day, one option is to make it downloadable from your own server. But this will be a difficult task and may require significant changes to your project.

  • its just awkward looking...

    I use "Pick... Else" method all the time. Yes, it looks awkward, but it's the easiest way to do this.

  • Or you can right-click the object name and choose "Select all in project". This will select all instances on all layouts, if you want to change all of them at once.

  • it felt way faster, snappier, and more responsive than the same template done with events.

    It could be just different settings for speed, acceleration, rotation etc. in two templates. You can definitely make very snappy and responsive games with events.

    JS may be faster in some cases, when you need to process a large amount of data for example.

  • I think this will be a very difficult task.

    I have a primitive text-to-speech demo where each letter is spelled as is, check it out:

    howtoconstructdemos.com/animal-crossing-funny-text-to-speech-effect

  • What if the parent object has persist behavior, and the child doesn't? Should the child be restored?

    You can use "On Created" event to restore the hierarchy when persist objects are re-created.

  • Don't uninstall the old version. Install a new version and confirm that you want to update the existing one.

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  • Your example works for me, but I had to change the expression to this:

    angle(0, 0, Gamepad.Axis(0, 2), Gamepad.Axis(0, 3))

    I think axes 0 and 1 are for the left stick, and axes 2 and 3 are for the right.

  • Turned out I was wrong about the app ID. Seems like there is a "uniqueId" tag in .c3proj file, which is probably generated when you create a new project, and which works as a storage identifier.

    Try setting the same uniqueId for all your minigames and see if they can share Local Storage after that.

    It's odd that this feature is undocumented..

  • For a large array your method may be slow. But it's just easier to load AsJSON.

  • You can create another array object, say tempArray, and copy the the main array to it:

    tempArray Load from mainArray.AsJSON

  • I believe you can only access local storage data from another game if it's on the same domain, and if it has the same app ID. (EDIT: turned out this is not true)

    If you need to use different app IDs in your minigames, then they'll not be able to share local storage. You will have to send data to services like Firebase, Playfab, or store it on your own web server.