zenox98's Forum Posts

  • > This is by design: because the fade behavior is active on startup, it retrieves the opacity to fade to when it is created, before 'On start of layout' triggers. After that it controls the object opacity, so your 'Set opacity' action is overridden.

    >

    > The workaround ought to be to have the fade behavior inactive on start, and use the 'Start fade' action after the 'Set opacity' action. However I noticed this did not work, but fixed that for the next build.

    >

    I was making a game using fade-in and I used this as a feature that regardless of what opacity the sprite has the object will still fade-in to 100% opacity but after the update to r217 my object doesn't fade to a 100% from 25% anymore. It only fades-in from 0% to 25%. Is there a way to restore this feature? Ashley?

    This is a closed bug report, and as the pinned header states, please don't post in this section.

    If you think you have a bug, post a new topic in the Bugs section, making sure to follow ALL of the bug reporting requirements, if you wish it to be investigated by Ashley.

    SavAunHax

    I made a Flappy bird like game (It's almost completed), but based off of the Ghetto, and I just need a quick team up...

    I need someone to put in a high score board in it and export it into an apk, so this way I can put it on android.

    If you are interested in taking up this task, pick what you want your reward to be by doing it Example: "I'll do it, but only if you put ads on it and give me half of what your game makes." I have skype and dropbox!

    You already have an open thread for this HERE, no need for another.

    Also, do you have a license? If so, then you can export and generate your own apk.

    If not, then you are not allowed to export in order to generate money, as your other thread says.

    Please direct responses to original thread.

    Locked

    There is already an active topic on this.

    Please direct all responses to the following thread: https://www.scirra.com/forum/viewtopic.php?f=147&t=164877

    Locked.

  • As per the bug reporting requirements: All reports need a .capx and precise steps to recreate. If it involves audio, then providing the original audio files would also be helpful.

    Otherwise, expect this to be closed automatically by Ashley.

  • R0J0hound did a working example like this a long time ago. Will take a bit of searching for but it should still be around here.

  • I'm Lou, I bet no one reads these, so I'm not sure why I'm typing?

    (I saw free Rep after signing up, or something other, so heck yea)

    I check every one!

    Many however are repeated are in different layers !!!

    There is already an active topic on this.

    Please direct all responses to the following thread: https://www.scirra.com/forum/how-do-i-do-to-improve-the-performance-of-the-construct-2_t164877

    Locked.

  • Also, what is the estimated memory used?

    Have you tried removing the tick from the 'File/Preferences/Misc/Cache Icons in Editor for better performance' option?

    How many graphics objects do you estimate you have? If around 10,000 then see the following post from Ashley:

    https://www.scirra.com/forum/serious-concern-as-my-game-grows-bigger-and-bigger_p962594?#p962594

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  • Staff have a problem, every time I enter the programming in''Event Sheet`` construct the lock and takes too long to open and load the list of actions, sometimes stops responding and displays the following message''A required resource was unavailable`` and I have to shut it does, I believe it is the added number of''Sprites`` (there are many added objects), I wonder if anyone knows how to group these objects (I've tried to go in but ends up fighting Families too), or if there is any way to improve the performance of the construct, leave it lighter, I asked many people and none could solve if someone can'll be very grateful !!! SORRY FOR THE TEXT, BUT I HAD TO MUCH TO KNOW IF SOMEONE GET VERY GRATEFUL !!!!'ll Thankss !!

    Please don't multi-post.

    Other copies removed.

  • Thanks, Gigatron. Working perfectly now

    So many toys to explore :>

    Just successfully converted a cute tilable water shader - https://www.shadertoy.com/view/MdlXz8

    BTW. Have also managed to add a couple of Parameters. Such fun!

  • Gigatron

    if someone try this little tool ..

    consider you have .xml file and empty .fx file ;

    Go to shadertoy copy a simple fx and past into this tool ; click to convert; and copy code on your .fx

    file; As i said complex and compacted fx are not working yet;

    http://gigatron3k.free.fr/html5/C2/FX/stc

    Hell's Teeth!

    I'd already tried to convert this shader from Shadertoy, and failed but your converter worked first time <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Only slight issue is it's upside down, but still - hot damn!

    Download if interested

  • *moved to a more appropriate section

  • I reckon this is possibly just the auto spam filters at work.

    If a post matches the filter, then it is deleted, but to remove from the list of posts would probably require a cascade delete, which is not really necessary (as new posts soon remove the reference) and potentially very dangerous.

    Well, that's my guess :/

  • Hey rexrainbow, From where do I download the plugin?

    The links are all available in the first post on page 1, which is nearly always the case on forums.

  • Rexxrainbow 'move_to' is still part of the project.

    But Asmodean has confirmed my initial suspicion anyway.