0plus1's Recent Forum Activity

  • Horribly sorry Ashley, but I cannot seem to find this entry in the manual, do you have a link? It might be useful to leave it here in case someone stumbles upon this one.

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  • Hi stumbled upon an interesting issue that I know how to fix with a simple hack, but I would love to know the proper way.

    My plugin has a dependency set as:

    "dependency":           "leaderbird.min.js"[/code:2akdxkpn]
    
    Which returns an object:
    [code:2akdxkpn]leaderbird = function() {}();[/code:2akdxkpn]
    
    Obviously my plugin references said object across the various actions, expressions and conditions.
    When the minification process happens, another string gets appended to the variable such as leaderbird0b, which of course doesn't exist.
    
    Is there any way to "protect" a specific variable? Or is this a case of having to manually rename the value?
    
    Thanks
  • Ashley I'm talking about an actual Javascript object

    var Object =
    {
        'var': 'value',
        'function': function()
       {
       }
    }[/code:1yrhl0vk]
  • Because I personally do no like having a function returning an unexpected result.

    If a condition can be called only inside a certain trigger and it gets called outside said trigger, in a normal programming environment it should raise an exception.

    Since as far as I know there is no exception handling in Construct, it would make sense to have a parameter in the condition that forces the user to place that condition only inside the specified trigger, if not it should display (in the editor) a warning or an error, sort-of like how the Local Storage displays the [Certain events can not be moved due to restrictions on the trigger].

  • I couldn't find any information about this, sorry if my google-fu is weak.

    I was wondering if it's possible to restrict certain expression/actions to be called ONLY inside a certain event.

    Thanks.

  • Thank you, I imagined this was the case.

    JSON.stringify(Object)

    seems the way to go..

  • Is it possible to return an object from an expression?

    I tried with

     ret.set_any(this.Player);[/code:3mcbl79o] but it returns 0 (of course with ef_variadic_parameters).
    
    If it's not possible to return objects (why?), what is the safest way to encode the object into json?
    
    As an addendum, in case it's possible to return Objects, does the Local Storage plugin store full object or it does something to them?
    
    Thanks
  • Hope this hasn't been discussed before, but the search yield nothing.

    Has anyone ever done a split screen game for local multiplayer? That is rendering the same layout two time?

    I thought of lots of options, and probably the cleanest one would be multiple canvases talking to each other, just like it was a lan game.

    Has anyone have input/proof of concept?

    Thanks

  • Ashley thanks for that answer, it does make sense, only thing is: are you suggesting to include two sets of sprites? One low res and one high res?

    Jermfire That's a pretty generic comment, most new generation phone are actual capable of displaying 4k content, some phone even record video in 4k..

  • Tekniko how?

  • sqiddster that's really interesting.

    If I understand correctly, it means that having a 1000x1000px on a 480x320px layout will use more memory than a 500x500px image on a 1280x720px layout?

    If this is correct it means that with the right scaling your layout size means mostly nothing in term of performance?

  • thanks for the warm welcome.

    sqiddster I was under the impression that all sprites gets decompressed into memory as bitmaps, thus having a 4k screen, should theoretically use more memory even when starting with a smaller initial resolution.

    Am I wrong or you simply mean that the FINAL screen res (a 4k screen against a 720p) makes a difference irregardless of the original layout size?

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