NetOne's Forum Posts

  • Hey R0J0hound, sorry just butting in , it is great to see you are still around. I may have some potential ROJO level questions on the horizon. Hope you are well. Sorry not intending hijacking please carry on....

  • Wow... cant believe how many characters you have there and the performance is so great.

    I tried it both Moto G4 and Surface4 I5 8GB integrated gfx

    the pro is fine but yea the Android Moto 4 gets a blue screen after a few minutes. (is that the crash you are talking about or is just the demo just ending???)

    up until that point the game seems to be running fine, though cpu is ruining around 98% the moto has 2GB ram

    asking a 1gb tab to handle that may be asking too much.

    maybe it is just a matter of limiting the number of characters, to keep the ram use and CPU use down on mobile devices. Does it crash with lower character count?

    I see what you are saying now about why your pin family thing works , I dunno either ... but it does apparently work....

  • I cant look at your demo at work but I can see the pic you posted

    you are moving everything in the pin family to the postion of the player every tick (when they are on the character layer)

    so it will work but not very performant.

    it would be better to move them to player position once at the start of layout / or when the player is created.

    and then pin them to the player. ( I assume the pin family has pin behaviour?)

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  • Also you dont need to set the hearts animation every tick, this sort of thing will eat your performance.

    you only need to do it when the life changes.

    move the set animation to under the collision events and delete the every tick.

  • Amazing sir, I dont know how you do what you do.

    If I could ask for one thing.

    If you could make the next directional move the latest direction key pressed even if the last direction key is still pressed.

    currently the current key press dosent register unless the previous is released (i.e. if you are still pressing the previous key.

    but yea, very impressive.

  • I dont know about resetting the whole game time and all that but...

    Why dont you just use a normal timer behavior on the character

    on start layout "set timer" (2 seconds or whatever) > then "on timer" (=0) = dude fly

    or if you need timer variable that increases in real-time then just make a variable and add dt to it every tick. (it should be easy to change your animation events to reference this instead of game time.)

    both these things will always reset when restart layout.

  • You do not need to use these Sprite font creators most of them are not very good.

    I have discovered the best way to make Sprite font is use any good art design application. Make big grid , make individual characters that you need, snap the characters to the grid. Put all characters into group.

    Then you can use the art design application to set font, gradient, glow, etc. Export as PNG .

    Maybe takes a little longer but you have much more control.

    There is no witdth data but this is easy to make yourself.

  • it was a question but :( .....

    I think there is way to do it but nevermind.

    you have the skills to convert plugins . awesome ! I am jealous... You should post it in the add ons forum. construct.net/make-games/addons

  • Even if in-work you still have to submit and get certified so it has to at least appear like a playable game of some sort.

    but you can submit as beta and select closed private testing groups.

    it is all here.

    docs.microsoft.com/en-us/windows/uwp/xbox-apps

    however as C3 outputs HTML JS you can allways host your game online for free while it is in development

  • you want to group the sprites and the spriter objects together and then sort them together?

  • ahh, ok you need some proper advice from mobile developer then,

    I have not made for mobile

    I assume to go full screen properly on all devices will require more than simple scale option.

    (sorry edited a bit)

    I assume you will need to use crop or centered

    also you will need to move hud items by using anchor behaviour and maybe 9 patch for border items etc.

    you may also need to manage the scale for different resolution/ dpi screens not sure about this but maybe

  • simple way=

    If detect clash make length of laser = length of laser minus hight of box

    or more complex way but will manage itself =

    make raycast / bullet step laser that will stop at any object in its way.

    raycasting scirra.com/tutorials/902/lightning-fast-raycasting

    or bullet stepping is one of the demos on the start page.

  • yea, with stretch letterbox scale , if your window is 1080 and your screen is 1080 then you will have no black bars and complete fulll screen

  • looks ok

    what do you mean debugger is unusable ??

    I was using last night it works fine.

    use the debugger select the array on the tree on the left and you can see if it is being populatied

  • Are you using C3 runtime? Have you tried 117 there were a few issues with scaling and positioning on previous C3 runtime builds but should be sorted in 117.

    are you sure your game window / viewport size is 1920 1080 (not layout size) and your phone is the same? Scale inner might chop off the edges if there were discrepancies.

    Anyway try Stretch Letterbox Scale instead that is usually a good default option to start with that works on all screens unless you are trying to avoid scaling or black bars