lennaert's Forum Posts

  • You can use an Ajax request to an url with a PHP file.

  • The players need to send a value or message to the host which relays it to all other players, indicating what animation to play.

  • You can not with the given multiplayer options.

    You could however, use Ajax and some PHP to collect IP data and compare.

  • There are no options for that.

    You will need to logout and back in with the new alias.

  • In relation to native running better then wrapped ...

    ... the overhead of the Javascript language is too much ....

    Basically, this ...

    In relation to the topic, (bad communication), I think everyone is at fault here ...

    -Users, not reading enough ...

    -Scirra, making its users dream a bit too big.

    Most of the users here come here with the intention to make mobile games, without coding skills, as so advertised.

    Sadly, there are a lot of limitations one can only know upfront by .... reading.

    Ashley .....

    *gives a pat on the back*

  • Nope, the connection will remain.

  • To make effective use of the scale outer, you require a larger layout (layout size) then your window view (project properties window size)

    ie a layout size of 2000x2000 and a window view of 800x600

  • Yeah its full screen in browser.

    It looks like you have less layout when using full screen.

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    heres a good read.

  • Full screen scaling: Scale outer

  • Just add an extra layer on top of your game's layers, make it it black, none transparent, and play with opacity.

    I use this method in a day/night cycle system.

  • You are likely using the same browser session.

    In chrome, hit CTRL + SHIFT + N for a new incognito tab. navigate to your preview address and log in with that window as well.

    To be on the safe side of things, you will have 2 windows with the game, 1 in the normal window, which opened upon preview, and 1 opened with ctrl shift n.

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  • Each requires its userbase to log in ...

    Kinda odd if you would only have a leaderboard on facebook apps for google's .. and vice versa ...

    I got a couple games where I use both, and if logged in to both at the same time, have them submit scores to both leaderboards

  • lennaert - must be an old quote - it's basically accurate except we've supported layout-by-layout texture loading for a long time now!

    Heh, yeah I had noticed, somehow searching for memory related information on the forum brought up the old qoute, I had read it before and referenced it a few times Should have searched the manual :All good now though

  • lennaert how old is that post? as C2 now loads layout by layout. so only images Sprites that are used are loaded. therefor them being in a family shouldn't matter unless created at some point

    I just read Collodiums post, seems it was implemented already

  • The source images from your project are loaded into memory at start up.

    > The images go in to RAM and also in to VRAM (graphics card memory) if the rendering is hardware accelerated, which it usually is these days.

    >

    > They get decompressed to the same size as the image saved as a 32-bit bitmap, so yes, a 1000x1000 pixel image will always take about 4mb of memory alone. This isn't much when both your computer and graphics card have gigabytes of memory, but bear in mind 4mb is still a lot for a single image on mobile.

    >

    > The various compressed formats just package the data in to a smaller filesize. Compressed images cannot be drawn though, so it's normal to decompress the images in to memory whenever they are loaded.

    >

    > We have plans for a feature to load textures layout by layout (like Classic can) somewhere on the todo list, to save memory with very large projects.

    >