Kyatric's Recent Forum Activity

  • xsidhartax: have you installed r80.2 (and uninstalled previous versions if you had any installed) ?

    It should normally be fixed.

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  • Post the capx then please. (you can upload it to dropbox)

    There's no reason why an sprite with only solid behavior shoudl fall over the layout.

  • Does it do this for any project you try to preview or just a specific one ? (the one you were working on)

    If it is specific to a capx, could you post it here so we try it and see if it crashes too.

  • Hello eclipsemod, welcome back in the community.

    Indeed I bet a lot must have changed since "even before version 1" ^^

    I hope C2 will allow you to resolve your creative itching in the sweetest way possible <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You have to cast the webstorage's value.

    By default, it is a string, and on start of layout you assign a string to a number.

    Result, gametest will probably be 0 the whole time.

    On start of layout add a int().

    Also on event 7, you litteraly save the value "gametest" (and not the value OF gametest) as it is written in between quotes (string).

    Finaly you have to consider that the first time that you run your game, the webstorage is empty.

    Assigning its value on stratup will end up by giving you a value of 0 for gametest.

    Here's a corrected and working capx

    I changed the name of the webstorage key ("save_gametest" to "saved_gametest" as the first one was filled with a "gametest" that made the rest of the code not work).

    The only bug was in the code, sorry.

  • You don't need both the physic and Solid behaviors on the same object.

    Just remove the physic behavior, your floor should stick in the layout as supposed to.

    Be sure to use a "platform" behavior on your character and all should work as intended.

  • shinkan: I'm using the "All CPU meter", "Network Meter" and "GPU Meter" from http://addgadget.com/.

    Dual screen ftw, they all stand on top of each other ^^

  • Like this ?

  • Thanks I'll see what I can do about the UI in the remaining time.

    Thank you too For the colors I've been wondering.

    I'm going for quite "enlighten"/"flashy" colors as a result of the several backgrounds effects applied.

    This gives kind of a plasma effect. On my monitor it doesn't kill my eyes (when a full white page will tend to "strains my eyes" as you say).

    I'm using the default settings of my monitor (I haven't even touch the luminosity/contrast settings).

    I've been playtesting the game on FF 8.0 tonight on my mother's computer, and she's adding lot of luminosity to her monitor.

    The result was indeed quite flashy and appeared with a kind of "washed over" look.

    Would you mind trying it again and seeing if tweaking the settings of your monitor (luminosity/contrast) helps you getting a more pleasing/less hurting render ?

    Thank you for the notice on user generated content, I believe it's an important feature for user retention on games and eventually the building of a community around the game. <img src="smileys/smiley1.gif" border="0" align="middle" />

    I also append to have loved and played games for years which rely heavily on it (TrackMania Nations, Toribash) and append to appreciate the "other" creative side that comes along with it.

    Thank you all for the feedback so far. I'll be sure to tweak the game to make the most of the points you evoked.

  • FredQ: I take it is for a mobile game.

    Was it exported using the new appmobi plugin ?

    If so I think I saw in a post Ashley saying that only the "Play" action works in this configuration, no other audio command is recognized for now.

    Audio support is still ********** and pretty "attarded" on mobiles.

    In desktop, the mute action does work (tested in FF and chrome), using it after the play action and according to the correct tag (case sensitive).

  • Those are good question I'm afraid I can't give a definite answer for.

    I don't have any smartphone/tablet.

    On my desktop computer, I do have some widget on the desktop that allows me to keep an eye on the performances of my nvidia graphic card, giving me the amount of VRAM used/available, usage percentage, etc...

    I bet there are some apps available for your device that would provie the same service hopefully, but I have no link to give you.

    Maybe other mobile-users will have an answer for you.

    For now all I could advise you would be to try to find such an app in the appstore of your device and/or google about this specific device in case you would find the specs on a blog or a review website.

  • I believe both solutions are the same at the moment.

    Images are loaded in VRAM on loading/downloading of the game/application and decompressed there.

    All the images of all your project are loaded there at first.

    Destroying instances between a layout to another has no effect on the VRAM usage, the decompressed textures stay there.

    (source: blog article about C2's image compression)

    Ashley said he would add a feature to load up image per layout, on start of the layout at some point (no ETA on this feature though).

    When this feature will be available, than your idea of "discarding" textures to only have the current layout's textures in VRAM will be the correct way to go I believe.

    In the meantime, not much to do unless keeping the number of textures of your whole project the lowest possible to stick/match with the available VRAM on the device.

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Kyatric

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