mOOnpunk's Forum Posts

  • My game uses Webfonts, performance is absolutely fine so long as you only set the text once and not every tick.

  • Paster and Canvas plugins can't be converted because the C3 sdk still doesnt support graphics yet.

    These are so useful i hope the sdk is updated soon.

  • From the manual, there is an expression to get the size in pixels of the text.

    [quote:3hijsu88]

    TextWidth

    TextHeight

    Return the size of the actual text content within the text object's rectangle. Note the Text object must be drawn before these have the correct values. If you set the text then immediately access these expressions, they won't yet have the correct value. Adding a Wait 0.1 seconds action will usually solve this.

    You would then set the size of the text object to this amount.

    set text to "my text"

    wait 0.1

    set text object width to expression get text width

  • Tint 2?

    https://github.com/trueinteractions/tint2

    [quote:8w1loqpi]Tint enables programmers to create desktop applications with JavaScript by utilizing the node runtime with direct access to both native objects (Objective-C Objects and .NET/COM objects) or by using Tint’s built in application object model and API that standardizes GUI components across various operating systems. It’s a light-weight node runtime that integrates the application loop of the target operating system and safely exposes any native OS object needed to build an application.v

    I've heard about this one, but don't know very much about it, but at least it could be a contender. No linux support though.

    It wasnt Tint 2, it was something else. Wish i could find the forum post. It was a few weeks back. I thought to myself, this looks cool, why didnt i know about this alternative to NW before?

  • Very useful thanks.

  • Someone posted in the community a while ago a website (github project) that converted html5 apps into hardware accelerated standalones, apparently it gave similar speeds to nw.js without the huge file size.

    I thought i bookmarked it but for the life of me i cant find it now.

  • I don't think you can paint on the layout like you can in the tilemap object. If all your sprites are the same size you could use a graphics program to put each one onto a single image (spritesheet) in a grid pattern, save it, then import it into the tilemap object and adjust the tilemap cell size to match. Other than that you could make your own lavel editor if you have enough experience.

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  • Hi, I've been working on fun sim game since C3 came out. It's isometric but only on one level, no height. My maps are 25x25 tiles in size. I've found thats the limit for my 10 year old computer with all the other sprites needed, and that works fine for my game. Also not having collisions on helps.

    If you wanted to have 256x256 you could store all the info in an array then create enough tiles just to cover the screen then when the screen is scrolled the tiles stay in place but simply change the image of the sprites to the relative position in the array.

    Sorry i don't have a more recent gif, this is quite old now.

  • Sorry i made the example quickly and there was a couple of mistakes, i've fixed it and added it so commands work in lowercase.

    https://www.dropbox.com/s/o1kis95q3sp05xf/commands.c3p?raw=1

  • Perhaps turn the event into an OR event and add the same condition again except check the string in lowercase.

  • I was just doing that off the top of my head, but it was easier just to make a quick example.

    The token method was easier.

    https://www.dropbox.com/s/o1kis95q3sp05xf/commands.c3p?raw=1

  • > I guess you would have to check for a command then when a command is recognised then act on it.

    >

    > mytextbox.text = "Player.Angle.40"

    >

    > set player.angle to int(tokenat(mytextbox,2,".")

    >

    > mytextbox.text = "Player.Movement.Horizontal.Right"

    >

    > set player.x to player.x+1*60*dt

    >

    > etc.

    >

    While the second one works, the top one would only allow me to input that value, IE the command only works and sets the value if it is 40

    Ah yes, you are right. if the inputted text is "Player.Angle.40" we could check the command without the .40 part so you could do,

    system object, compare 2 values,

    left(mytextbox,len("Player.Angle")) = "Player.Angle" , set player.angle to int(tokenat(mytextbox,2,".")

    so waht you are doing is getting the characters in the string starting from the left for the length of the text without the ".40" and seeing if it matches the command witout the number.

  • I guess you would have to check for a command then when a command is recognised then act on it.

    mytextbox.text = "Player.Angle.40"

    set player.angle to int(tokenat(mytextbox,2,".")

    mytextbox.text = "Player.Movement.Horizontal.Right"

    set player.x to player.x+1*60*dt

    etc.

  • If the format doesnt change then "Player.Angle.40" is basicly a string of tokens with "." being the seperator, so you could do -

    set variable to int( tokenat( mytextbox, 2, ".") )

    where mytextbox is the text box holding the string, 2 is the 3rd token in the string (starting at 0), and "." is the seperator. The int() then turns the "40" text into a number.

  • I havent noticed any issues running my game, however for me its the editor. When i reach around 1000 events the editor begins to lag and menus take a while to open. I filed a bug report but they didnt seem interested in investigating since i couldnt provide a way to reproduce, though i submitted a profile.

    I think it has to do with this blog post https://www.scirra.com/blog/ashley/35/layout-is-the-next-frontier-of-web-app-performance about how slow the layout is. A result of their decision to put the editor in a browser. I just have to put up with it i guess. I turned off menu effects and things, and there was a recent update to the layouts which may have helped.