nettemple's Forum Posts

  • I know this an old post but I thought I would post some interesting results. I had an (On EVERY TICK) updating some text stats and in my game, the CPU usage was running between 19-25% consistently. I changed the updates to EVERY 0.5 SECONDS and the usage went down to 8-10% consistently. Just with that simple single change. Thanks for the info.

  • As a followup - does anyone know of any issues if user is not connected (when dynamically loading an image)? I just want to make sure the respective OS doesn't kick in with some type of error outside of the game. Of course I will test, but I don't have access to all (iOS, web, Android, etc) platforms and thought I would ask. I realize the local image will load, if the dynamic one is unaccessible, but just trying to keep the ux seamless. Thoughts?

  • Should this type of "initiation happen ON START OF LAYOUT at the very beginning? I have other set-up code and this seems to interfere with that a bit. I know thats vague, but what is the best practice in terms of loading dynamic data?

    1) At the very beginning before the local assets load and set-up?

    or

    2) After the local assets and set-up has completed?

    or other?

    Thank you for the replies - these were very helpful.

  • This is what I have but no luck... Am I missing something? It does load in frame 1 and does appear - but does not animate or show frame 2.

    (And I do have filler graphics in the frames to start)

  • I have a sprite that is a two frame animation. But when I load in the image using "Load Image From...", it only replaces the first frame. Can someone tell me how I replace both?

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  • Trust me Ive tested and tested and are getting mixed and inconsistent results... For example, the overlapping touchable sprites are hit and miss, and only work if I hit areas that don't overlap. So if all of these STILL keep the touch sprite "functional", what is the best practice to disable? Are you suggesting a IF statement (if visible, if opacity,...) I would have thought there would be a simple disable property. Thank you for your reply.

  • Several questions are related to opacity and invisible (and collisions)

    I have a TOUCH event on a sprite object...

    1- if my sprite object is at 0 opacity, will it still work on touch?

    2- if my sprite object is invisible, will,it still work on touch?

    3- if my sprite object has COLLISION DISABLED, will it still work on touch (or does this just effect collision with other objects)?

    4- if I have two TOUCH objects overlapping slightly, which object will work on touch (the top object?)

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  • Is there anyway to disable a fade behavior in the code editor - you mentioned "after it starts" - Can I disable it and not allow it to start is the question I am after? Thank you in advance.

  • How do I disable a fade effect - simply choose "disable effect" and in the effect text input - do I enter "fade" or "fade out"? I tried "fade" and it did not disable?

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  • While completing iOS publishing forms in the appleconnect developer area, I saw this: "Make sure your app supports the SKPaymentTransactionObserver method to process this transaction." Is it safe to assume that Construct 3 has this covered in regards to in-app purchases?

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  • So you are saying that multiple layouts will NOT burden down the performance UNLESS they are called? Correct?