SoldjahBoy's Forum Posts

  • Yeah, photobucket has changed and they want people to pay money for hosting now. I suggest using something like mega.co or even dropbox, even though you can't embed stuff you can still generate a link that people can click on to view your file(s).

    ~Sol

  • Sounds like you are having some other computer issues...

    Try running JRT followed by ADWCLEANER - then reboot your PC when prompted.

    After that, open a command prompt as administrator (google it if you're not sure how) and enter:

    sfc /scannow

    After that, open windows powershell as admin, and enter:

    dism /online /cleanup-image /scanhealth

    After that, still using powershell, enter:

    dism /online /cleanup-image /restorehealth

    Then see if your problem is resolved.

    ~Sol

  • If you have many instances of the same sprite, you can pick it via its UID or you can make an instance variable and set that when the object is created to a unique number. You can use this instance variable as a picking condition

    You can detect keyboard buttons by using the keyboard object in your project, and creating a condition using the keyboard object "is key being pressed". You can assign instance variables to your text boxes as well, to give them a unique identifier - the same way as the sprites. You could even match the unique variable between the sprite and the text box (which is what I assume you're wanting to do).

    You don't need families for this to work

    ~Sol

  • > Why can't you just use an ordinary text box?

    >

    Because I didn't know about them :p

    Thanks for the info, I'll have a look. Though I've looked a bit now and I'm not sure how to register when the information has been entered? Separate keypress check for enter?

    Oh! hahaha - I don't know I just figured most people had encountered a text box lmao. I thought you must have had some other reason to NOT want to use it! xD

    ~Sol

  • Yeah I should have clarified a bit more... don't use X seconds and dt, you have to add 1*dt to a variable to build a custom timer.

    I'm at work again and it's busy, so I will see if it calms down a bit later and I can make a quick example if you still need it.

    99 got it covered from the look of things though

    *EDIT*

    Yeah I made it anyway while I'm drinking my second coffee... slow start today, the clients have to wait until I wake up xD

    DOWNLOAD TIMER USING DELTA TIME

    ~Sol

  • Rendering isn't a problem, but active object count can still be an issue if you have loads of stuff going on.

    Often my projects end up being loaded with crazy amounts of moving and complex math with the visible objects, and so anything that the player can't see is often destroyed or majorly simplified in it's calculations in order to save processor time.

    Ultimately, you need to just make sure you aren't making images that are too big... OR making too many objects in total that are moving or have some "every tick" math tied to them (like loops every tick, or tracking coordinates, etc).

    Having a single large picture is the big killer though, especially when it comes to mobile platforms. I would recommend to keep you images to as small of a size as feasible, especially if you have a lot of repeating or re-used imagery. If your map has a road on it for example, you can make a few road tiles and create every length of road from 4-5 small images, rather that having a giant image of a road for example.

    Hopefully this will help.

    *EDIT*

    What I meant by making tiles isn't necessarily making a "tilemap" - just cut the map into smaller pieces and still use them as sprites if you want. I often make my own "tile map" by using a loop to place sprites all over the layout as the "tiles" so I can still use collision polygons, image points, and all that stuff. Again, there is a balance point between having too big of an image, and too many objects!

    ~Sol

  • Are you using one giant image or something for your map?

    If you are, the "map size" isn't the issue... it's the fact you're using one massive image to show it. Never, ever, ever.... ever use one giant image for things like that if you want it to run nicely on a lot of devices. For PC it's not so much of a problem because graphics cards these days have like 8gb of RAM and stuff like that, but it will kill a tablet or phone, or even an older desktop computer.

    Break up your images into small tiles, or separate images to build your map from "pieces" - this will help a lot.

    If you already have broken up the map graphics into several pieces - this could also be a problem if there are simply too many objects. A decent PC can handle a good 10,000 static objects without much problem, but I notice even 2,000 objects can slow down my phone. If this is the case, then you may need to make some way of only creating the map tiles/objects if they should exist on the screen at the time, and literally destroy/delete everything that's not visible to the player.

    Have you got some example of how you are making your map? It will be helpful for a better suggestion to fix the issue.

    ~Sol

  • Why can't you just use an ordinary text box?

    If you want to make a nicer looking box to type in, just put the actual textbox off-screen and force set-focus to the textbox when you want the player to type in the name. Then create a nicer looking box on the screen for players to see - but it doesn't really do the hard work.

    You can reflect whatever is in the textbox just using some sprite fonts or whatever for your "visible to the player" version of the textbox.

    I hope this makes sense?

    ~Sol

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  • You can create you own timer using deltatime.

    I'm at work (and about to leave to go home in about 2 minutes!) so I can't give any example right now... but deltatime will help you to resolve the problem. Hopefully someone else will chime in as well - otherwise I can see if I have time tomorrow to make an example for you

    ~Sol

  • Deltatime!

    Every 1*dt seconds vs. Every 1 seconds.

    TIME*dt = time*actual seconds

    ~Sol

  • You can't put images inside of form objects. You can't draw sprites or other graphics on top of form objects either.

    The only way to do something like that, would be to make your own custom text forum using a combination of images (sprites or tiled backgrounds) and a sprite font object. You have to make the scrollbar etc as well.

    No super easy way to go about it, unfortunately... but definitely possible for sure.

    ~Sol

  • Every tick -> set value

    That's how you do it in C2.

    Alternatively, just use a blank condition (which is exactly the same thing as "every tick" just without having any visibly written condition)

    ~Sol

  • Are you creating your levels on different layouts?

    If so, you should just trigger to go to the "next layout" whenever your conditions are met.

    ~Sol

  • All good! Glad it will work for you

    ~Sol

  • Sweet! Thanks Colludium !

    ~Sol