Kyatric's Forum Posts

  • shinkan: I'm using the "All CPU meter", "Network Meter" and "GPU Meter" from http://addgadget.com/.

    Dual screen ftw, they all stand on top of each other ^^

  • Like this ?

  • Thanks I'll see what I can do about the UI in the remaining time.

    Thank you too For the colors I've been wondering.

    I'm going for quite "enlighten"/"flashy" colors as a result of the several backgrounds effects applied.

    This gives kind of a plasma effect. On my monitor it doesn't kill my eyes (when a full white page will tend to "strains my eyes" as you say).

    I'm using the default settings of my monitor (I haven't even touch the luminosity/contrast settings).

    I've been playtesting the game on FF 8.0 tonight on my mother's computer, and she's adding lot of luminosity to her monitor.

    The result was indeed quite flashy and appeared with a kind of "washed over" look.

    Would you mind trying it again and seeing if tweaking the settings of your monitor (luminosity/contrast) helps you getting a more pleasing/less hurting render ?

    Thank you for the notice on user generated content, I believe it's an important feature for user retention on games and eventually the building of a community around the game. <img src="smileys/smiley1.gif" border="0" align="middle" />

    I also append to have loved and played games for years which rely heavily on it (TrackMania Nations, Toribash) and append to appreciate the "other" creative side that comes along with it.

    Thank you all for the feedback so far. I'll be sure to tweak the game to make the most of the points you evoked.

  • FredQ: I take it is for a mobile game.

    Was it exported using the new appmobi plugin ?

    If so I think I saw in a post Ashley saying that only the "Play" action works in this configuration, no other audio command is recognized for now.

    Audio support is still ********** and pretty "attarded" on mobiles.

    In desktop, the mute action does work (tested in FF and chrome), using it after the play action and according to the correct tag (case sensitive).

  • Those are good question I'm afraid I can't give a definite answer for.

    I don't have any smartphone/tablet.

    On my desktop computer, I do have some widget on the desktop that allows me to keep an eye on the performances of my nvidia graphic card, giving me the amount of VRAM used/available, usage percentage, etc...

    I bet there are some apps available for your device that would provie the same service hopefully, but I have no link to give you.

    Maybe other mobile-users will have an answer for you.

    For now all I could advise you would be to try to find such an app in the appstore of your device and/or google about this specific device in case you would find the specs on a blog or a review website.

  • I believe both solutions are the same at the moment.

    Images are loaded in VRAM on loading/downloading of the game/application and decompressed there.

    All the images of all your project are loaded there at first.

    Destroying instances between a layout to another has no effect on the VRAM usage, the decompressed textures stay there.

    (source: blog article about C2's image compression)

    Ashley said he would add a feature to load up image per layout, on start of the layout at some point (no ETA on this feature though).

    When this feature will be available, than your idea of "discarding" textures to only have the current layout's textures in VRAM will be the correct way to go I believe.

    In the meantime, not much to do unless keeping the number of textures of your whole project the lowest possible to stick/match with the available VRAM on the device.

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  • Well probably because of the way the capx is programmed.

    Rather than a screenshot, directly post the not-working capx.

    Also the "Bugs" forum is more about bugs in C2's IDE.

    This sound more like a problem with events, so moving the topic.

  • : Well then go on and update safely.

  • : with r80.2 out, you don't need to change/touch your groups (I hope you haven't finished modifying them and/or have a previous save that you can open).

    And the arcade should work with webstorage as planned.

  • Especialy now that r80.2 is out and fixed the bug reported in r80.

  • Weishaupt thanks for the notice anyway. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • : Yes be sure to download r80.2.

    The issue should be fixed in this new release.

  • Weishaupt that's some serious magnification.

    Even at full zoom, I can't display the font "as big" on my screen.

    <img src="http://dl.dropbox.com/u/36472942/construct/game/C2Comp/2.rotary/ZoomedFont.JPG" border="0" />

    The borders are starting to "erase" a bit, but it is still majorly readable.

    Oh yeah, my screenshot is from FF.

    I had noticed google chrome displayed differently (fonts appeared lighter).

    I'm using webfonts, and the font size for this peculiar text is actually 12.

    For antialiasing, I have no idea where I could have any grasp on it in C2.

    Ashley, wouldn't you have a hidden tip for this ?

  • Noga: thanks, looking forward to read it.

    Weishaupt: as a workaround you can ctrl+mousewheel (in FF) to zoom your brower's display.

    It does the trick on my 1920X1080 monitor.

    The fonts are small, but for the contrast, black on light yellow, I don't know if I can do much about it.

    On my monitor with my tired eyes it displays "clearly".

    Thank you for the feedback though, you confirmed something I suspected about the font size.

    I'll try raise it for the final version.

  • Ashley, yes he did, we spoke on IRC during the night.

    The start page is causing the crash. It should normally be disabled but apparently, on Guillermo's computer it doesn't work and crash C2.

    We tried to make him untick the "Display start page" in preferences, but he said that he couldn't, there was a message stating it was only possible with a licensed version, not in the free version.