TiAm's Forum Posts

  • Here's tulamide's post. It's a real gem.

  • Well, it's little thing, but I like to add these as globals:

    TRUE = 1

    FALSE = 0

    NULL_ID = -1

    Sometimes I use 0 and 1 instead, but I like these for conditions like:

    PlayerActive = TRUE

    or, more usefully, calling a function, where I want to make it clear I'm passing a boolean val:

    Func SetFoobar(TRUE, 100, 200, 180)

  • ludei

    Sent you a reply by email.

    Noga

    See the last post by ludei

  • Figured it out.

    For anyone reading this later on:

      Seeker object is on Layer "Pause" Target is on Layer "Game" "Game" is scaled to 1.25x.

    We use LayerToCanvas to translate position out to canvas co-ors, then CanvasToLayer to translate back to the target layer. Like:

    X:
    
    CanvasToLayerX("Pause", LayerToCanvasX("Game",Player.X, Player.Y), LayerToCanvasY("Game",Player.X, Player.Y) )
    
    Y:
    
    CanvasToLayerY("Pause", LayerToCanvasX("Game",Player.X, Player.Y), LayerToCanvasY("Game",Player.X, Player.Y) )[/code:18mujows]
  • Object A is on Layer 1.

    Layer 1 is scaled to 1.25x.

    Object B is on Layer 2.

    Layer 2 is scaled to 1.0.

    I want to place B directly over A.

    Everything I'm coming up with seems way to convoluted. One of those days.

    Is there any built in command to project the position of an object on a scaled layer to a position on another, differently scaled layer?

  • lol I swear no one actually reads my posts around here.

    Whoops...

  • TiAm & DrewMelton I mentioned earlier that both my machines use above-average SSD's + good CPUs and I still had projects with 10+ second preview times. I'm sure SSD's help a little but it looks like we need more optimizations on C2's part.

    Maybe you preview more often than me, but I wouldn't consider that excessive for a large game. OTOH, having to wait 45 seconds like DrewMelton would drive me nuts.

  • DrewMelton

    Know anybody with a similar pc who has an ssd? Could always do a test run first.

    I know what you mean about OS migration though...I had to do that about a year ago, and I'm just getting to where everything is configured right again...

    If you do get one, btw, I'd recommend one with power loss protection. A spendy option is an intel 730; a more reasonable one is a Crucial MX100, which is what I have.

  • DrewMelton

    You really, really, really need an ssd.

    With a system that powerful I'd be surprised if that wasn't your bottleneck.

  • This probably isn't much of a time savings unless a bazillion sheets get smushed at once, but:

    1. Save as Project

    2. Go to "ProjectFolder/Event Sheets".

    3. Search for files containing ".uistate"

    4. Delete all files that match.

    5. Reboot project. Default widths restored.

    Not that I wouldn't like to see this fixed (happens to me all the time), but I don't foresee the editor getting much love at this point.

  • Preload audio does make a huge difference previewing on android if you have more than a couple short sfx, due to chrome's sluggish audio decoding. Firefox for android is quicker, though audio heavy games still take way too long if you preload everything.

    My current project is mobile orientated; on my desktop it loads in about 5 seconds from when I hit preview, and when the game is playable. That's with audio preload on.

    I assume previewing creates temp files on the disk, so I imagine ssd vs hdd could make a big difference.

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  • Curious how the dev app displays correctly over wifi. Fills the whole screen.

    Something happening during C2 export, or a difference in how the dev app works? Hopefully not the later...

  • Noga

    EDIT: The fix suggested by ludei doesn't work for me either.

    Tried your apk, still not formatting right.

    Can you try recompiling with this change suggested by ludei:

    [quote:3ee37iw0]We have found that C2 Cordova exporter does not use the correct devicePixelRatio value in Cocoon.io compilations, that's why the game is displayed in the 1/4 of the screen. This can be fixed with a minor change in the following line in c2runtime.js (the change is marked in bold)

    this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

    Let us know if your games run in high-res with this change.

    Also, are you using a spritefont for debug text?

  • You really nailed the animation and "weight" of the character, this looks good.

    This exactly. Amazing job with the whole presentation, especially the animation.

    BTW, in your list of influences, you left out the grandaddy <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> :

    http://en.wikipedia.org/wiki/Another_Wo ... eo_game%29

  • Damn that looks amazing...so buttery smooth for pixel art. Reminds me of the incredible animations in Metal Slug, though you've got a different aesthetic going on.