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  • Pretty cool trailer, well done! Seems like this could be another of C2's showcase games.

  • It's too early for a Construct 3 forum, there's not enough to talk about. We will do one when there's more to discuss for sure.

    A part of the community seems to disagree, though

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  • R0J0hound It looks like your updated Paster do not paste objects anymore

    On every capx I've checked (using r196) "Paste Object into canvas" do not work at all.

    Indeed, can confirm.

  • O.M.G. - first look at C3! https://www.construct3.com/images/topbg.jpg <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Seriously, though, I feel it's WAY too early for much of the panic/excitement/other feelings that this announcement has created. Just sign up for updates and carry on as usual. When there's something to see then it will be worthy of extended discussion.

  • Looks hardcore, pretty cool too - are the gates randomly generated? How do you balance it - I mean that bit just after the sine-like gate array seems like it could be quite deadly.

    You mention levels - so what would be cool would be that everything gets ever brighter as you get higher - would let the player feel their progress + provide some visual differentiation. If not everything, then the background could be a taaallll gradient.

  • Hmm, red horned little devils...

    Will have to give it a try.

  • It's near the top in the plugins sub forum:

  • This has been discussed and it seems like the most realistic way is to use the Paster plugin - load the full sprite strip into a full-sized regular sprite, calculate (or know) the size of a single frame - place a Paster object of the correct size over the main object and paste that onto the paster object. Now you have a single frame of the correct size. Load that using imageurl into your main object, move the spriter to the next position, repeat.

    Kinda like that. I'll be very glad if someone comes up with a more elegant solution.

  • Software vsync seems much more sensible. It's a shame that such a huge company can screw up such a flagship product.

  • A0Nasser - he's asking for a way to do it dynamically, based off-of user-submitted content. It is clear that that's the "easiest" way to do it, but by hand. Figuring out how to do that via code is a whole new ball game.

    I think we are moving into computer vision territory - if you were coding this you could probably get some API for that, but here, in C2 - well, unless someone makes a very specific plugin for that...

    I believe linkman had some info on this topic on his blog: http://thebananaboat.net/2014/12/advent ... nervision/

  • So, r196 has had some changes, related to this post, I suspect:

    Delta-time measurements are now based on the browser's rendering timestamps instead of time measured from JS code. This means motion should be smoother since it is based on when the browser is scheduling frames instead of when the JS code happens to run.

    For one dt is suddenly way more accurate (no clipped to 2 digits):

    But at the same time - look at that framerate - same capture conditions, there's almost no CPU load when it runs without capture and yet unlike the previous example it never goes over 40 fps. And those DT numbers - are we in sub-tick territory now?

  • It is exactly what it says - "This version" in this case is the version number and not paid or free version. Last version currently compatible with the arcade is 186-something.

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Somebody

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