ultrafop's Forum Posts

  • Thank you for the information and the quick reply!

  • Unfortunately C2 doesn't have anything to block emotjis (that I know of). You can make a text field numbers only by selecting that parameter in the side bar for teh object. If you want to block emoji's you may need to do one of 2 things:

    1) Use the text box code to write in a bit of code that blocks emojis. Most of this is not in js but I think there's a solution here that is: https://stackoverflow.com/questions/258 ... i-keyboard

    2) You can create your own custom keyboard that doesn't allow for emoji use at all. I believe this would require creating your own text box through events.

    https://www.scirra.com/tutorials/1153/m ... le-devices

    https://www.scirra.com/tutorials/739/your-own-textbox

  • matpow2

    This seems like a great product. I'm interested to see what the performance looks on the Xbox One. After looking at your site, I'm a bit confused about why pricing isn't more transparent. Is there any potential to have some standard price points for the licensing?

    Also, you say that some features would not be compatible with Chowden. Which features (or kinds of features?) specifically? Without that information it's hard to make a decision on whether I should look into licensing this when it's completed for C2. I did read through the features available and can't think of what might be missing in my project but I'm also aware that I could be possibly conflating some statements with others (for example, are set gravity and set gravity angle the same? I also didn't see any mention of behaviors), and I wasn't sure whether that sheet was for Fusion, C2 or both, platforms.

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  • So I'm not sure how many objects you have whether they are all one type or multiple types) but, assuming you have everything in a family, do something like:

    Every X seconds -> For each Family Object: add Family Object.variable to Global variable

    In another action try: System evaluate Global variable = Family Object.pickedcount --> Do XYZ (whatever your desired goal is here)

    Reset the global variable.

    Hope that helps!

    Ha dop2000 beat me to it!

  • Add a variable to your zombie called "health" (or really anything that helps you know what it's for). Set it to a value (we'll use 100 in this example).

    On arrow collides with zombie: call function "Arrow_hit_zombie" (Set parameter 0 to the zombie's UID, and parameter 1 to the arrow's UID)

    On function "Arrow_hit_zombie"

    --->zombie (choose by UID (function.param(0)) -> set health to clamp(self.health-50,0,100)

    ----> Arrow (choose by UID (function.param(1)) -> Destroy

    Zombie health = 0 --> destroy/set death animation

  • hmm, well honestly your capx is a little too complex for me to get through it and fix whatever is going on with my current time constraints. My general feeling is that you're using overlaps with whole families without passing a UID through functions to select which particular items you're setting to draggable and active so the whole family is being impacted.

  • For the most recent issue, you can solve it by using a system like this:

    https://www.dropbox.com/s/8d2co8ain01ol ... .capx?dl=0

    For the previous issue, it's hard to say. Are you still experiencing that? I have theories but if you have it fixed I'll save it lol

  • Hey,

    it's a little hard for me to see exactly what's going on in this event sheet but I think your problem stems from the decor menu being used as a trigger to set your decorative sprites as visible and movable. When you re-open the menu, the cursor changes in the cupcake viewer to the left again. Perhaps you were attempting to get around these triggers by having the sprites in 2 families but I'm not sure that will work. If for some reason re-working the decor trigger proves untenable, you can always have identical sprites spawned from your decorative ones when drag and drop is released, having the originals destroyed.

  • Okay! After really looking around I’ve found tons of posts about crazy cpu utilization and memory issues in Edge with some posts being as recent as 3 days ago https://www.drivethelife.com/windows-10 ... pdate.html . I’ll keep looking into this and trying things but if anyone has any Macguyver ideas I’m game to try anything!

  • Split screens will always hafe performance, and my experience is if you think you might have too many objects then you probably do.

    Hmmm I hear you , I just don’t know why that wouldn’t be the case across all browsers. A jump from 20-30% to the 90s is no where near comperable. Also these are pretty tight controlled testing levels, at the moment, whose object counts have been dwarfed and outperformed by stress test projects (though those are not stellar on Edge either).

    On the Xbox itself the fps drops off to the mid teens, essentially a 75-80% drop off. No animations or props aside from pickups. We’re talking bare rectangular sprites running around.

  • newt EDIT add: ...albeit, I've tried creating another project with tons of (read: waaaay more) objects and collision/poly checks with paster splitscreen to stress test the xbox and it should perform way worse but it actually does much better (though the CPU usage is still quite high and fps hangs around the mid 40s).This was actually my initial response a few days before posting this topic, because I assumed a 3rd party plugin must have been causing the hit (I used identical events to create the splitscreen, building and exporting piece by piece to locate the limit). With the ability to actually play the test at an acceptable (by comparison) fps might indicate something else is at play?

  • Absolutely, please let me know if you come across any snags

  • Ashley Thank you for responding! Webgl is definitely on. I just tried running things out of the debugging mode and performance is still quite bad. Also, that huge increase in overhead is occurring when I test from using Edge from C2 as well (albeit, while the game runs well enough to play on PC in from the C2 editor, the CPU usage hangs around 90%). For some reason Chrome runs everything perfectly fine (60fps, and CPU usage around the high 20s and low 30s).

    newt Yeah, I couldn't recall at the time whether paster could run without webgl on so I tried when getting home to find that indeed it won't. I'm trying to get a splitscreen multiplayer working...perhaps I should try using canvas to do the heavy lifting and have smaller paster objects? I'm not too sure what performance differences between the two would look like.

  • Hey, I believe you can do something like:

    --If condition met (I'm assuming you don't always want the player stuck in a box)

    --every tick

    -----------Player -> set x to clamp(player.x,camera.x-(window.width/2),camera.x+(window.width/2))

    I'm away from home so I can't test it but I think that should work. If not I'll to make an example when I get a moment.

  • First I would check if Edge has it enabled using the renderer expression.

    If its canvas2d then its not getting the benefits of hardware acceleration, there's not much you can do other than try to update video drivers.

    Great! I’ll look into this when I get home tonight! *fingers crossed!*

    newt Yeah, webgl is on, indeed. I'm using the paster plugin so perhaps it's something going on with that and Edge...