3030's Forum Posts

  • time to clean up haha

  • Yeah i use functions all over the place, but it was always for triggered stuff like.... hard to explain... like 'doing stuff on an action' type stuff. i didnt really think to use them in situations where they're checked every tick.. for some reason i thought that would be inefficient haha. im a lil embarrassed by it, of course.

  • You did it. you blew my mind. i never once thought i could/should call a function every tick like that. seems dumb now that i realize it... its doing what i was already doing every tick...

    thanks man.

  • Use functions. With return value. That way you only code once and can call/use that function(code) all over the place.

    I thought the problem with functions in this case is they don't continually run. so where i want the layers to fade into one another, a function cant do that (am i wrong) because it just 'starts' to set the opacity of the layer, then stops after the first tick.

    Hoping for some genius wisdom to cause a paradigm shift in my thinking tho. Ive tried functions and just couldnt get it working as i need here.

  • <img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea"> I came up with a way that lets me have fading layers and sprites of the same type setup across the different layers and have my mouse properly tell me which one is active, limited by which one is currently visible.

    CAPX : http://d.pr/f/uTA7/2HMUdXCi

    My question is... am I doing this in a bad way? Is there a better way I can do it? Is there a cleaner way I can do it? This is just a test version to show you how im doing it, but if I am going to go ahead with this in my actual code, it's going to be a LOT of garbagey stuff I feel like there must be a way more efficient way to get the same results?

    Would madly appreciate any help, if you have any time to check.

    Thank you!

    Nate

  • Thanks Gianmichele! I agree, there are some optimizations they really NEED to do to the NWF. Not much I can say past that, unfortunately.

  • the consoles should not matter for performance issues since they have a different way of working then PC's, they are not using as much resources as a computer (GPU CARDS , CPU POWER , RAM power) they have their own necessities, if its ported to console i wouldn't doubt that the game will run flawless. as for html5 support, Nintendo has a custom plugin for c2 , available only when u are registered and contact Ashley on Nintendo forum.

    I was actually speaking specifically from experience in trying to port Cosmochoria to Wii U. It did not run well on the Wii U dev kit, even after lots and lots and lots of optimizations. The question is not whether the console has the hardware capabilities, it's all down to the simple question of how well it supports & optimizes javascript/html5. We're not dealing with some kind of console native code running on the console here.

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  • interresttinggg... so how does it work with recreate initial objects? i thought that recreated *everything* that was placed on the layout in the editor?

    good work looking into this!

  • you should try it and check it out! I'd totally appreciate knowing too, but its something you cant really be 100% sure of until you try it and compare.

    https://www.scirra.com/blog/ashley/18/a ... asurements

  • Youll probably want to use web storage / local storage to store the ID's of the items, then on layout start load the items in based on the ID's in the local storage variables. this has the added benefit of storing the items between sessions even if you completely close the game.

  • I'm sorry, Ashley. I was mistakenly thinking the screenshot / line numbers might actually say whether it was the cause of a plugin or it was a bug with in the core stuff. I didnt mean to waste any of your time, i just thought if you could discern something from a glance it would save a bunch of time on my end.

    Thanks.

  • Happens on "Load" of a saved game of pretty much that exact scene.. ie.. save then a second or 2 later, load.

  • Ashley,

    How about this one?

    [quote:11lx31fo]if (this.changeAnimName.length)

    return cr.equals_nocase(this.changeAnimName, animname);

    else

    return cr.equals_nocase(this.cur_animation.name, animname);

    Could this still be related to a plugin? Just fumbling in the dark with this stuff, so just want to see if you know anything that will save me hours.

  • Cool, thanks Ashley - ill keep trial and erroring down the issue. Appreciate your response.

  • sorry thats so huge. screenshot app saves them as retina i guess. next one ill fix before ftping