WackyToaster's Forum Posts

  • That's really neat r0j0

  • Not certain what the exact purpose of this is but I have this thing I made a while ago and never used so feel free to add it if you want.

    wackytoaster.at/parachute/eggu0000.zip

  • Forbidden is weird, may have been some server error because it works fine for me. In any case

    drive.google.com/open

  • Thanks for testing. Did it automatically sign you into Play Services?

    Did it show your Play Services nickname and avatar upon completion?

    Were you able to load Leaderboards?

    Yes

    Yes

    Yes, achievements too

    One thing I could note is that the game crashes on first startup upon downloading, but then works perfectly fine after that. Don´t know why that would be.

  • Works fine on my end.

  • You made me curious so here you go :) That´s how I´d do it.

    wackytoaster.at/parachute/coloringCanvasPercent.c3p

  • I see, you destroyed the object but not the associated particle. A better breakdown for individual plugins sounds like a good idea.

  • Hmm you probably have to loop through it, depending on how exact it has to be you probably want to not loop through on a per-pixel basis but maybe a 3x3 or 5x5 pixel basis (and not every tick) for performance reasons. A full HD image checked on a per-pixel basis would mean just above 2 million checks aka really slow. I think you would get the best result in terms of performance you´ll get by scaling whatever image you have down to a much smaller resolution (like a tenth maybe? 192x108 px) and use that for comparing rather than the full sized image.

    Then you loop through that grid on the canvas (snapshot), and if there is color on the canvas (using DrawingCanvas.SnapshotAlphaAt) on that tile attemt to pick the sprite with pick overlapping point. If it is picked, that part of the tile has color and you could increase a variable to keep track of how many tiles are colored VS the amount of tiles and simply calculate the percentage from that.

    Note that by picking the Sprite like this it uses the collision polygon of the sprite to check if it is overlapping or not, it may be a bit imprecise. You probably can instead use a second canvas that you copy the image on and check that DrawingCanvas.SnapshotAlphaAt against the first canvas' DrawingCanvas.SnapshotAlphaAt.

    I have not tried this so no guarantees :)

  • Is the device in silent mode? I had quite some headaches simply because silent mode will actually silence apps that use wkwebview (aka what Construct uses) for some reason while other apps keep working fine.

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  • Are you using 3rd party plugins? This sounds a bit like a memory leak if it just continues to grow. I remember the physics plugin caused me some issues like that back in C2 times after letting it run for an hour or two.

  • The thing is, this is once a year and C3 renews once a year. So everyone would be paying half all the time and complain if one year they don´t do a cyber monday thing.

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  • That's not how holidays work. You are supposed to ignore work during a holiday, even tiny bits.

    Of course it's frustrating, but sometimes just taking a deep breath and giving things a bit more time works wonders. Especially when it isn't a life or death situation.

    Though I would say a prominent "I'm on holiday and won't respond to your messages until X" kind of thing would have been a good idea.

  • Sadly not. You'll have to split it into individual objects. I think there is a 3rd party plugin that does that too but I never tried it.

  • You can´t include PHP in Construct, PHP is a server-side language. But if you have a server, you can use AJAX in Construct to send information to a PHP file (or receive it)

    construct.net/en/make-games/manuals/construct-3/plugin-reference/ajax