newt's Forum Posts

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  • For the Sprite editor:

    1. I switched to the light theme and noticed the saved color palette was now empty. It would be nice if that didn't change.

    2. A way to choose between 256 and 100 value for the colors would also be nice to have. I say that as some external editors also have that option, and its difficult to notice the difference in many cases.

    For Event sheets:

    While sub events have an indentation for a visual distinction it doesn't scale well when you have event lists that are longer than the screen view, and the lines don't help much as the distinction there is just a slightly different width line.

    A suggestion might be alternating color contrasts between each sub event header. Than would pop out more when scrolling the sheet. And you would at least be able to tell quickly if something is a top condition. Anybody who's had a crash from accidently getting a sub event as a top level should attest to that.

    I'm making a post here rather than the suggestions platform in case anybody has any better ideas.

  • A method I find useful. I like to work with palettes but the rgb expressions don't work well for that, so instead I use the formula R+(G*256)+(B*65536) to store my color data in an array, then just pop the index into the set color.

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  • You would have to paste into a Drawing Canvas and get the pixel color SnapshotRedAt(x, y) SnapshotGreenAt(x, y) SnapshotBlueAt(x, y)

    Takes a tick, or two.

  • Yep, try 6,6 and even 12,12.

  • The blog post is more of a warning to not use large "HD" images which might range from over-scaled sprites, to 4k backgrounds. In practicality you can have hundreds of different images(books, sock?, etc) at the scale you have posted.

    What you should not do is have them all on one screen and moving at the same time.

    Think about how you can swap out x many things that take up x memory for something else that gets you up to where you want to be.

    There is no pre defined amount to recommend. You have to look at the target hardware, and what the current artwork takes up in ram, which is a little more than on disk.

  • Shadow caster doesn't have to be a dark.

  • You're going to need touch gestures.

    On the bright side you get to use the word arcane a lot.

  • There's a few just google svg animation api. Some will not be using hardware acceleration.

    Also you could use the Drawing Canvas plug in C3 but there is no direct svg conversion which means you would have to make events for everything, drawing, and animation.

  • Nothing other than address your local memory concern.

    Note the update feature has nothing to do with local memory.

  • SVG has to be rasterized to be rendered which makes animation process intensive.

    So that's a no, unless some development comes along that perhaps can do that on the GPU.

    For now such animations will have to be pre-rendered as frames.

  • I'm confused how this works. Shouldn't there be a line that checks the local memory to see if the browser should be reloaded?

    On update ready. The offline games link goes into detail on what's going on.

    There's also the condition "On update found" if you want to warn the user its about to refresh, or if you want to allow the user to do it.

    Keep in mind that if you have a cdn it could take minutes to hours for an update to be deployed.

    In fact I usually have to stand on the refresh button when using GitHub user pages.

  • Nope, its mirrored.... unless its in the center.

  • Supposedly you can do all that via the Browser plug using "on update found", and "on update ready" followed with a "reload" given that you have uploaded a new offline.json with the new export.

    construct.net/en/tutorials/offline-games-construct-8

    I'm thinking that this being tied to the offline settings is causing some confusion.

    Here's a simple project to show the basic idea.

    Export and upload the project then add some content and re export and upload again.

    dropbox.com/s/joqtfag6eptv0jj/updater.c3p