part12studios's Forum Posts

  • ok cool glad to know that's an acceptable practice. i just wasn't sure if it cause any issues with say. memory management

    does anyone know if having the same background in each scene uses more memory or perhaps i should instantiate everything at "on start of layout"? Basically have as few assets in the scene before runtime as possible.

  • I get it now. that's awesome. so yea the thing i wasn't doing was the inverting (X) in the comparison. Very cool. I'm also doing more than 1 character at a time (10) and it still works nicely!

    Thanks for your help with this!

    Caleb

  • ok i think i see what i was doing wrong.. i'm not doing any kind of sourcetext.text comparison with destination text..

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  • shinkan how are you inserting the audio below the other event? my audio fires off beside the set text to left.. so the loop never stops so i just end up with infinite ticking.

  • shinkan, that does seem to be a good approach.. let me see if i can mimic that logic.

  • i'm having some trouble getting the value over to where i think it go. i'll explain how i'm doing it:

    I have two global vars

    LetterCount

    LetterTotal

    I have a source text (that works) called S1P1 so i did a global var "set value"

    len(S1P1.Text)

    i have a test text field to display this number.. and i always get 0. what i believe i should be seeing is the number of letters in the S1P1 text.

    i have more stuff after this, but as long as that value reads 0, nothing else will work. Len tells me it wants a string not a number, which is why i am using .Text) in the code above.

    Thanks!

    Caleb

  • hmmm wow yea that's a great suggestion. I will try that and report back. i've never done a comparison like that before.

  • Hi there,

    I'm working on a new project that deals with a lot of text fields. I'm spawning these text where they need to be, but i'm wondering if maybe it's better to just put all the sprites i create on a separate scene that never gets used, but just holds all the assets. Because having numerous unique text sitting on the sidelines around a given scene can be a bit unruly to manage. Thought maybe putting them all on some other scene that never gets viewed might be a way to better organize and manage things.

    Also, when it comes to memory usage, if i have a single background that gets used in many scenes, is that going to save memory or is each scene going to allocate it's own memory for that scene?

    My prior project had a lot of problems with memory when bringing over to mobile so I'm trying to be sure that I don't run into the same problem this time around

    Thanks!

    Caleb

  • Also I started a new thread about a more advanced / specific question regarding text / typewriter effect.

    I'm wanting a typing sound to go with it, but if i fire it off it works fine till the letters stop coming and the audio keeps looping.

    i wonder if there is a way to get the text count from the source? if i knew how to get that value and pass it to a var.. then i could use that as a tick counter to count down.

  • Hi there,

    I was inquiring yesterday about how to do a basic typewriter effect and I found some great previous solutions on the forum but now as i'm getting into this a little deeper I'm wondering about some deeper stuff.

    I want to have a typewriter sound to go with it. I can trigger a sound with each tick sure, but I can't figure out a way to know when the text typing is complete and thus create a condition to say "this is no longer looping", stop. It seems like there might be some kind of "upon completion" parameter that I could use.

    I could imagine some kind of "typing active" variable that flips off when the last word in the source text is done.

    a more manual (but less efficient) idea would be to actually count how many letters a given source text object has and track it that way.. but that's really tedious with this project which has many pages of varying text. Maybe there is a way to "get letter count" and pass that to a counter var?

    I just don't know how I might be able to set it up so that C2 knows the text is complete and act upon that knowledge.

    Thanks!

    Caleb

  • ah yes sorry I should have done that. thanks! :) I forget there is a wealth of knowledge out there.

  • Hi there,

    I'm doing something that has some text and thought it would be fun to explore having the text be dynamic and type out on the screen rather than just be there or fade in.

    I'm imagining the text would appear very fast, but it would be interesting to experiment with different speeds as well.

    I'm just not sure how i could tell C2 to easily "every tick" put one more letter in the set text command.

    I can imagine some ways of doing it but they all sound extremely difficult and likely impossible to manage. This would be applied to numerous paragraphs of text in different scenes.

    Thanks!

    Caleb

  • but what about not using Cocoon? Can I tell a straight HTML5 game to not load the next scene till it's needed? bottom line is that our project is probably using too much memory for iOS.

    I'm trying to figure out what I can do to salvage the project here and work within the confines of Cocoon or XDK.

    I was planning to go back and downsize all the art to a lower resolution to help, but i feel like its a lot of work on the possibility that the problem will still happen..

  • ok that's good to know.. our graphics if turned into sprite sheets would look something like this dropbox.com/s/xk3v5wz6rox51pe/unnamed.png but of course its not, its 190 individual graphics (animations being an exception)

  • also regarding this subject if file size and textures.. we did some testing and all 190 pngs that are in my html5 project would fit on 3 2048x2048 sprite sheets.. so this would work fine for iOS and also if it were the case for HTML5, imagine how much faster 3 large images would download vs. 190 individuals.

    correction.. 21 2048x2048 sprite sheets.. lol.. ok so yea this makes me wonder about the memory used but the 190 images we have