TiAm's Forum Posts

  • Create a series of groups postfixed with numbers, like:

    "Foobar_1"

    "Foobar_2"

    . . .

    ..."Foobar_10"

    Then go:

    Activate Group: "Foobar_" & str( int( random(1,10) ) )

  • Another trick is combining trigger once with "wait for signal" to create your own custom "once-off" conditional triggers. Simply add 'trigger once' with no other conditions, then make the first action "wait for signal". The event will only run once.

    Use case: Explicit structuring of startup logic, irrespective of the order of events. So, if you are configuring objects in a way that is order dependent, structure into separate 'trigger once' events that signal thru each other. Then you could, say, locate 'startup' logic for different actors in their own groups which could be arranged as you please.

  • Can you explain what you are trying to do a little better?

  • IDK, I think the idea of a mega-polygon (Carmack, is that you? ) is kind of interesting, though, it seems like if you had a lot of onscreen shadowcasters the complexity of the polygon might become a problem.

    However, the light/shadow system was quite a bit of work, and I'd be surprised if Ashley didn't try something like this along the way, as I've read about other implements before that did something similar to what you are suggesting.

    I suspect this would gobble up a lot more fill rate as well, since rendering the 'inside' means overdrawing substantially more pixels. Which is a problem for perf on desktop, unless you want to ignore the massive number of people rocking iGPU's only (wish we could, but... ).

    Anyway, I'm going to shut up now, because I'm starting to get way out of my depth...

  • Really useful plugin. Thanks!

  • That's a sweet effect, looks great.

  • I'm finding it very tempting, though my main reservation is the extremely high sound latency I'm seeing, and that some people are still reporting issues with the fullscreen formatting...though it's working fine for me.

    Wish we could use Google Play Saved Games feature...would make it easy to save progress in the cloud, and switch from CJS to XDK export if we need to, without losing a player's progress.

  • Somehow I never grok'd what this was for until now...then I saw the fire example.

    Now I wanna go build a liquid sim with this effect...

  • Whoa, awesome! To modulate it, hold ctrl and roll your mouse wheel to zoom; the rez of the ascii field will change.

  • This is a beaut, thanks for sharing!

  • Tokinsom

    Here are the old runtimes:

    http://www.oracle.com/technetwork/java/ ... 77648.html

    To paraphrase an old post of mine on that thread:

    Once there, search for "Java SE Runtime Environment 8u40". DL the version that fits your system (x86/x64). You have to click the radio button next to "Accept License Agreement" for the download(s) to start. Then just install it, reboot C2, and the minifier will work again (hopefully).

    If that doesn't work, uninstall, work your way down thru versions.

  • Here's the thread where this happened before:

    I just exported with minification successfully. My system: Win7 x64.

    Searched for java in start bar search, clicked "about java". I get this:

    Version 8 Update 31 (build 1.8.0_31-b13) [/code:2eflazcw]
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  • Works fine for me now...but I did have a problem like this in the past that required rolling back to an older version of java.

  • ludei

    Downloaded the latest build...and it works! Fullscreen on the debug app. Getting great perf.

    Couple more issues/questions:

    1. Now that I'm paying attention, I'm noticing a lot of latency on triggering sounds in game, aprox 500ms worth. Definitely more than is usual for android, and to the point of being very distracting for sounds that originate from collisions.

    I googled and found some old references to that problem, but nothing recent. Any updates on this? Anything we can do on our end?

    2. I noticed that there are only 2 apks now; it seems arm7 and x86 builds have been merged. I don't know why this was done, but I would strongly discourage bloating the apk by bundling in both runtimes, or at least make this an option we can disable.

    For an android user on an x86 platform, this would effectively make my game 250% larger than the platform specific build.

    On mobile we often go to great lengths to shave of a couple MBs off the final file; it's a trivial process to upload 2 apks vs 1.

    Noga

    Can you retest w/ newest builds?

  • True, but it is annoying, and, in my case, not a behavior I'd ever want to happen.

    An option in preferences? Fit events to window, Yes/No?