Unconnected's Forum Posts

  • Does anybody happen to know what angle(x1,y1,x2,y2) will return if both points are at the exact same spot?

  • Does color not work on SpriteFonts?

    [color=#ff0000]change text color[/color]

    I can get background to work.

    [background=#ff0000]change background color[/background]

  • I did some testing and here is some extra info, for those that are learning this.

    Days of Week
    Sun, Mon, Tue, Wed, Thu, Fri, Sat
    Month
    Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
    Hours
    00, 01.... 11, 12, 13.....23, 00
    Mins
    00, 01, 02.... 58, 59, 00
    Seconds
    00, 01, 02......58, 59, 00
  • Thank you for showing me Mid()

    It is very easy.

    mid(text, index, count)

    Text is the text you are displaying.

    index is the starting position of the text you want.

    count is how many letters/numbers you want displayed.

    Text= Apple1

    index=0 and count = 3

    will result as 'App'

    index=4 and count=2

    will result as 'e1'

    You have to set variable as String or it may not work correctly.

    I think I will just compare values and if day doesn't equal Mon,Tue,Wed....Sat, Sun then I can assume JavaScript isn't working.

  • I have seen the UTC Plugin, the download page said it isn't made for c3 runtime yet. I downloaded the example you gave to test and it is only in C2 runtime.

    I don't want to remake objects in c2 runtime because some c3 runtime things are not compatible for c2 runtime.

    I am going to have to lookup your example to understand what mid(text, index, count) does and how to use it. Seems like you pointed me into a direction.

    I will post later to explain it to others or ask more questions if needed.

  • I know of: Browser.ExecJS("Date()")

    I need to know how to extract it to individual variables or to compare it to a specific time, date and day of the week. I don't think the year matters, but would like to know anyway.

    I would like to keep it system time and as simple as possible.

    I tried plugins, but they all seem to be for C2 runtime. They were not showing up in my project and I couldn't figure out why. I made a new project and placed it in c2 runtime and then saw them available.

    I would like my project aware of time so characters can be different places at different times. I also would like to built it so in-game events can start on their own depending on what date/day it is.

    I am planing on only setting Time/date once on start up or not to often during game play. I figure setting a timer would be more efficient on the system than running Javascript command every few seconds.

    Also is there a way to check if JavaScript is working on device? Would it just be by executing JS and comparing variable or is there another way.

  • Thanks, it worked.

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  • How do you use BBCode on a variable?

    I get error codes on variable unless I put it in quotes.

    "You received item " & "[color=#ff0000]ItemName[/color] " & "!"

    Text is changed to

    You received item ItemName!

    instead of

    You received item Apple!

    Also is there a 'Preview' option on posts?

    I miss the old forum style.

  • I knew this at one point, thanks.

  • I need to efficiently lower fps so I can test for DT.

    The way I was doing it was creating tons of particles and creating fewer when it was at the wanted fps.

    Is there a better way to lower fps or a better way to test for DT?

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  • I know this post was old, but I think it is still relevant.

    I didn't test this, just a theory. I saw some older posts asking. I thought this would be easier than some of the suggestions. I'm not sure if anything in C3 was adjusted for that, but here is a possibly solution if not.

    You can use an invisible object and pin character to the object.

    The invisible object can have 4 or 8 frames that change depending on what direction the player is walking. A frame change can change the bounding box.

    32x32 in a 32x32 is a tight fit. Set bounding box to 30x30 and align it to center-top of invisible object when moving up. The character will stop properly when moving up and it will leave room on sides.

    Center-left when moving left.

    Top-left if moving up-left

    Etc.

    The bounding box will change depending on which way the character is moving, but it will still leave room on sides to prevent accidental collision.

    It should allow movement between 32x32 tiles and should make it look pixel perfect.

  • I didn't see that forum. I often forget the technical term of what I am looking up. I was looking for sprite images instead of spritesheet... I change the title to spritesheet and removed sprite images. I will however leave sprite images in the post a few times as a tag. Thanks for the time. I will post the answer here so others don't have to look through and read it all.

    13 days ago from the posting of this post Ashley said.

    "An upcoming release groups objects on to spritesheets according to those which are used together on layouts, which is aimed at solving exactly this. However with a couple of projects I tested, it didn't seem to make a big difference to memory usage, which I think indicates it's not a major problem.

    I don't think Kiwi Story is a very good example, because it's pretty tiny in terms of memory usage - only around 20mb or so. This is small enough that it's probably better to group as much as possible on to the fewest number of spritesheets, to get the maximum performance. It's only really important for scalability, when you have games which use hundreds of megabytes of image memory."

  • In C2 I know when you exported a project it would put sprites on a larger image to help with memory.

    Say I have two layouts and each layout has it's own unique sprites with a few in common.

    When exporting in C3 will unique sprites for both layouts appear on the same sprite images or will each layout have it's own sprite images? Will the common sprites be on their own or on both?

    I am asking because I would like to prevent mixing sprites for layout1 and layout2 on a sprite image if they are unique to the layout. No point in having them loaded into memory if they are not being used.

  • Anyway to add Paypal to a game easily? I tried to look it up, but received old posts with broken links.

    I am making a game for Android that will eventually be exported to my website. I am unable to add it to my website now, because of limited website performance. I don't know if it is against Android ToS or not. I will check when the time comes to implement it.

    I am not using it so users can buy things. I don't have a server to do that anyway. I will be using it for donations.

    Rarely users will be able donate to me to help get hardware or software for improvements to the games or websites.

    Mostly I would have a charity listed or NPC in my game that would allow users to donate directly to the selected charity.

    I will always be clear on how the process works to the users. I will be sure to give them a Paypal receipt and a notice if they can write off the donation or not. I understand if there isn't a way because it would be easy to abuse it.