Waltan's Forum Posts

  • You can't.

    I have tried literally every possible option, and nothing good came out of it. User Media object doesn't work on mobile platforms no matter what you do. And the main thing is that I came across many topics on this forum with the same issues left without answer which apparently will never be given. I've been using Construct for so many years (from Classic era) but now I can say goodbye, because it's dead.

  • I get this in console after trying to execute simple ajax request:

    Any help?

  • So, I haven't been using construct for ages but now I'm back to make a little prototype for my university project.

    I need to make QR Code scanner feature in my app. I have tried User Media object - it works in browser, but it doesnt work with PhoneGap builder (no Camera request on install, and yes, I have tried to edit Android Manifest and it didnt help either) and Cordova Camera and Cordova Capture plugins seems outdated:

    Fetching plugin "cordova-plugin-camera" via npm

    Installing "cordova-plugin-camera" at "4.0.3" for android

    Plugin doesn't support this project's cordova-android version. cordova-android: 6.1.2, failed version requirement: >=6.3.0

    Cocoon.io seems dead (endless compile times and dead forums).

    Intel XDK has been discontinued, no longer actively being developed and will not be updated

    Is it even possible today to make simple interactions with smartphone camera, or Construct 2 can't handle that?

  • Same issue. Still no replies :)

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  • I know it looks unclear, but does it look interesting enough to understand this?

    .gif

  • Ah I see, no problem.

    I just had a brief look at the manual and it looks like the information is mostly here: https://www.scirra.com/manual/183/memory-usage

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Thanks for the link, very usefull one. Shame on me, I didn't use the search.

  • Yes that's correct. I believe each object loads into memory on a layout but once you leave that layout it is unloaded from memory, therefore you only need to load the relevant objects for that layout at any time.

    Loading all the game assets in your game on an initial layout won't work as they won't be there on the new layout. When you leave the layout you don't have to worry about any other objects being left behind unloaded, it is done automatically I think.

    The fact that there is a noticeable FPS drop on an object being created but not for future instances of that object seems like a problem with the object.

    You could try: leaving the enemy object on the layout view; when it is preloaded on moving to the layout during the game, does the FPS spike occur? Or is it just when the enemy is created/spawned?

    I dont have any enemies in my game, that was just for example

    I just wanted to know how this memory manipulation things works, thanks alot for your answer!

  • Which saving to memory process are you referring to ?

    I meant the moment when something is created for the first time in particular gaming session.

    For example, your hero has got in some room, then a figurative enemy spawned and caused FPS drop, but after this, every next enemy spawns without any trouble.

    He is "loaded to memory" in some kind. Am I right?

  • If I will create all objects of my game behind some "loading" layout on game startup, whether they will be stored in the memory after?

    Because "saving to memory" process causes a FPS drop, and I want to avoid it during the game.

  • Yeah, the best bet would be to split them up, and add a transparent line to both the left and right sides.

    It worked. Thanks alot!

  • No bugs, just interpolation, interpolating.

    So, how do I fix it then?

  • No big surprise. The characters are too close together.

    They are close enough together to be clearly detected by system.

    Every character is 18x18, the whole source sprite is 180x18, there shouldnt be any bugs with slicing in any case

  • Do you have the same issue using linear sampling instead of point sampling..?

    WebGL - On

    Sampling - Linear

  • Hello. I have just noticed, that enabling WebGL causes some graphical distortion with my spritefont

    Here is the screenshots:

    spritefont properties

    WebGL set to OFF

    WebGL set to ON

    How do I fix it?

  • harrio eliasfrost

    Thanks guys! Don't be too impressed though, it's just downrezzed 3D.

    NotionGames

    Nice lines!

    Waltan

    That's a really cool interface you came up with for picking colors.

    Thanks. Im trying to reanimate my old concept of the game called RGBlocks.

    There is also some ancient thread

    (2012)

    made by me with very early version of the game (I'm glad there are no playable versions left )