Simple Games's Forum Posts

  • Don't know what you mean by that. Anyway, it says it doesn't depend on display scale. It would be easy to check for yourself - just add a sprite with Bullet or Sine triangle behavior, add a text to display Touch Speed and try to "hover" with your mouse or finger over the moving object - the touch speed should be around the same as sprite's movement speed regardless of the screen resolution or refresh rate.

  • Touch speed is measured in canvas pixels per second, so is not affected by scaling the display.

    scirra.com/manual/119/touch

  • The way AllanR wrote it, you would get what you want. You need to do this: round(COIN/1000000*100)/100&"M" and not this round(COIN/1000000)&"M"

  • I guess you were right, and it's not really a viable option for mobile. Maybe instead of snapshots I'll try saving each object's position to the array and then "load" it in a sequence.

  • Right, if I use Load image from CanvasSnapshot - there is Size: Keep current size parameter. But in memory the image is still stored in original resolution. In Taking Screenshots C3 example, it does resize the image to ScreenshotSprite size, but if I download it - it's still in the original resolution.

  • I noticed that snapshot file size is very dependant on the window size. So on phones with high resolution it will be a problem. At the same time, changing JPEG quality doesn't help with file size as much as resizing the window. Plus, the quality of a small window snapshot at 100 quality is much better than big window at 20 quality.

    Is there a way to maybe resize the snapshot?

  • Okay, thanks!

  • Thanks for the tip! I think it should be doable with some image quality compromises. Anyway, when game takes a snapshot on mobile - it is not automatically saved to the album as screenshot, is it?

  • I want to generate a timelapse video of players' gameplay. Game Recorder plugin can record in low FPS, but I don't think there is a way to change video's playback speed?

    A possible solution I found is creating a Family with hundreds of separate duplicated object types like Frame1, Frame2, ... Then take a screenshot every X seconds and load each screenshot onto separate object. When the game is over - show these objects in a sequence, creating an illusion of a video which can now be recorded with Game Recorded.

    So here are a few questions:

    1) Is there a better way to do all of this, which, maybe, doesn't involve hundreds of dublicated object types (I don't think it can be done with just one object type, since all instances of the same object will always display the same screenshot)

    2) If I do this - will this work on Android and iOS? Will users be able to share the generated video?

    3) I hope these screenshots won't be saved on user's device (album) as long as I don't invoke the download?

  • Also don't forget to reset the variable on start of layout. And disable the DragDrop behavior for the object when it's successfully placed, otherwise player will be able to just drop the same object 4 times to win.

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  • I don't really understand the question. If you just want to know how to go to next layout - there is System action Go to next layout. If you need help with conditions for level completion - it only depends on your game logics.

  • System - Go to next layout

  • Is it possible to make lighting system similar to RimWorld or Prison Architect? So that light does not travel through walls and you still can have a hundred static light sources without killing performance.

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  • If you are using C3 runtime, it's better to use built-in moveto plugin.

    In any case, the logics would look like this: on button clicked, TargetObject pick nearest to (Player.X, Player.Y) - Player move to TargetObject