Aphrodite's Recent Forum Activity

  • If your levels layout are called "Level_01" to "Level_75", to go to the next one, you could do:

    Go to layout (by name): "Level_"& tokenat(LayoutName, 1, "Level_")

  • Old games mostly did use the actual color palette of the computer(fullscreen only games were fullscreen for that reason I think), by changing it, and so they just did "do not render color #0" for exemple, that applied everywhere.

    Now the Webgl effect does not work like that, it ll check every pixel of the image, and change some of them, which can be intensive.

    At the end transparent is an information, like magenta was, the only difference being that, since nothing renders it, it appears transparent in every image editor (however it is line the magenta, still an information existing, and so will be stored in memory)

  • Indeed you misunderstood it, the article says that you can reuse images easily, so you should try to use smaller images to compose a big environnement, rather than having a big picture.And also that transparancy that physically exist in a picture is still stored in the memory (since it is information of the picture)

    Slicing a big picture still takes the memory (pretty sure in some cases it could be worse at the end), mostly slicing object to keep memory low is comparable to fill a bucket with small glasses of water, at the end the same quantity is in the bucke, it might have advantages but not worth the effort, you should try another solution that ll be better and take less time at the end.

    PS: you are not the only one to have read it like that, and everytime I say this is not the way to do it people says "but ashley said it", which can be really annoying since it is the interpretation of what he said that is wrong.I think a clearer response from him would help.

  • As a big pokemln blue/red/yellow fan, I can say I felt bad watching this.

    Well the basic idea is stupid by itself so I guess It is normal, for ze lulz as some say.

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  • Mostly it is not recommended to use two movements behaviour together at the same time, mostly because it could be really confusing to adjust. Also I think the platform behavior has some functionnalities by itself that could not work as expected if you are not moving using it itself, but I could be wrong.

    Also physics is a behavior that should work alone.

    At the end I don t really know why you would like to combine them anyway, however non movement behavior I think work well mixed with other behaviors.

  • Depend on what you call "crossed out events".

    As said in the manual, events are mostly read from top to bottom, so if 2 events are contradicting each other, this applies.

  • Glad to see you sorted it out ^-^

    I did not have CC so I couldn't test on it, sorry about that.

    One thing that could be done is maybe to replace the 3 with a variable value (like counting the elements inside the file, or maybe pass the value as a function parameter, and have the return value as the last currentsum/3, I don t even know if CC have functions implemented the same way that C2 does), but if that is currently enough for you, no problem

  • How do I know exactly what window screen size to use for mobile phones and tablets/ipads

    I've gone thru the article of Ashely about targeting multiple screen sizes, but I really want to know from our members who successfully exported their games to both android,iPhones/ipad and tablets, what window screen size and other configuration settings they used?

    Thanks in advance for sharing your thoughts

    I personnally like a "window size" of 800x600 (since I like 4:3 aspect ratio, and I also find it easier myself to have this size) with scale outer (some games will work better with scale inner though)

    then I design my game to work on other aspect ratios ( a background image that scales to the viewport, using either the anchor behavior or events with the different viewport expressions, changing positions of controls and other things so they feels nice to the player for each aspect ratio)

    To test, I use my browser, and I resize the window so the viewport is changing to see if it adjusts well.

  • An array must be at least size of 1 for each axis, if only one of them is 0, then you can't store anything!

    however, the array is 0 based, so the top-left-back position of a array will be (0,0,0), an array of size (3, 4, 5) will have (0 to 2, 0 to 3, 0 to 4), since from 0 to 2, you have 3 values (0 and 1 and 2), a 3x4x5 array can store 3x4x5 values (=60)

    Due to the same logic, an array with a size of 0 on one axis cannot store any data, since you can store 0 values at the end (3x4x0 =0)

  • I think the distance of the rope is the distance between the two object at the moment you pin them.

  • I've never used Construct classic for a long time, so maybe it'll not work, but maybe :

    First initialize a variable:

    CurrentSum = 0

    then do a repeat loop (here you would repeat 3 times):

    add INI.ItemValue("Math", "Value"&loopindex+1) to CurrentSum

    after the loop, divide CurrentSum by 3, and here you have it

    (if you want to do it 20 times, then repeat 20 times, and divide 20 times the CurrentSum value instead of 3)

  • you can use compare two values with LayoutName, exemple: System>compare two values: LayoutName = "Level 1", do stuffs..

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Aphrodite

Member since 20 Dec, 2011

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