Aphrodite's Recent Forum Activity

  • That may sound stupid but... doesn't setting the variable to variable to CanvasSnapshot when it is ready do it?

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  • Sorry if this is in the wrong area but I couldn't find a forum anywhere!

    Might I suggest that you add a feature where if you cut a variable it doesn't delete itself from all things connected to it and only make it do this when you delete it.

    I find it annoying when I need to move a variable from one sheet to another for easy access and I have to go thru and find everywhere that it was connected too

    Let me know what you think of this idea

    Thanks

    You can use the right click: move to event sheet to move variables

    Also, I think if you cut n paste a global variable, the related actions will reappear.

  • To the OP, ashley just said on twitter something about videos not rendering on chrome for android and crosswalk, and that a workaround will be implemented in the mean time in the next beta, so when r185 is out, could you try it?

  • The title could be more explicit (as this is related only to the cocoonJS plugin, and I would think the not included one)

    but thanks.

  • Also, I keep hearing about crosswalk, but that is not an option for IOS, correct?

    What is the go to solution for iOS right now that has memory management? Is it Ejecta?

    It is ejecta indeed, hiwever some people had problem with it, so It might be less straitforward to use

    Also phonegap will support it for iOS 8 I think, but as iOS is not my target, I suggest doing verification first if you really need to switch.

  • Afaik, spritesheeting adds one pixel all around the image, so I would think 2 pixels less at least.

    Also I though cocoonJS extracted all sounds on startup (maybe music too?) And dont release them during the gameplay, so that could also be a problem if your sounds are numerous and high quality.

  • The point of reputation is mainly to show that you contribute to the community. Once you're able to post URL links there's not much else that it is used for. I think it'd actually be better if there was less ways to earn reputation, such as if you only get it for years active on the forums (50% of the year you sign in?) and if you post the answer to someone's question or a tutorial or game to the arcade.

    I think you need 5000 to edit tutorials too, but as Naji is already at 8000, I think10000 is not useful feature wise.

    Agreed with the user given rep for non feature based rep

  • Sigmag Thanks. I would have provided more but I couldnt narrow down the issue to provide a capx, while also not wanting to provide my full game capx. I went through your suggestion to no avail, but I did fix it briefly.

    I thought turning pixel rounding off fixed it. However, what I did was accidentally export my build to the same directory I hold the source and upload the entire folder to my server. Opps

    So I'm not sure what that suggests... perhaps it started using the original images? Therefore perhaps it's caused by using brute png compression? So I have checked my exported tile image, which is actually in a tile sheet now. This is because I use 1 frame animations to put all my differently decorated tiles of the same type into one sprite object. Then at start up I randomly choose one of the animations. Therefore dynamically decorating my scene.

    So I guess the next thing to test is playing with different compression levels and perhaps using a tile sprite with no animations and therefore not in a tilesheet. However, I have run out of time today.

    I will leave you with this though. My original questions has always really been. Should there be difference between previewing and viewing within the same browser? If so what things are different? What things are applied during the export apart from png compression and minifying?

    P.S. It's pretty cool to know that you can kind of create spritesheets by using animations this way. However, it's a shame you can't specify the spritesheet dimensions (or can you?).

    The différence is compression, spritesheeting (!) And minification mostly, the spritesheeting can cause seams, the downscaling quality parameter changes the way itnis,spritesheeted I think

  • Aurel: do your game use a varying timescale? Since dt I think changes with the timescale too (I agree there is a problem, it is just thta the difference seems huge)

  • I think, have notions in both domains, but do not try to be the best at both domains, sure, some people can successfully take both tasks (sometimes more) at once, but it is a risky thing to do.

    Designers can see and foresee rules, environnements, they can modify them and adapt them to have a pleasant result, but it is creation, there are rules, but not set in stone, this is more art than science.

    Programming however is application, doing the core, implementing and make a machine interpret the result, while keeping in mind that organisation and restrictions are part of the deal, this is more science than art this time.

    This is my personnal interpretation of both, there are of course more accurate definitions, but I think you should be open to both, while working in one side in particular, could be wrong though.

    I know it is not a very useful awnser, but the question's awnser is "you can, but because you can, does that mean it is better?"

  • Make the object invisible (not opacity 0, invisible), make it appear when needed.

    However you could also just spawn the object when needed too.. this seems pretty much like micro optimisation unless you have an exemple

  • You can get around that (sort of) ...

    In Python I can write Round(Variable2, 4), when 4 represents the amount of decimal places which the software needs to round.

    It is equal to (Variable2 * 10000) / 10000

    Does anyone know if there is anything like that in C2?

    I think int(variable2*10000)/10000

    Also rounding errors can happen for storing decimals by themselves (some decimal numbers have not a finite number of decimals in binary), also, a negative number like -0.2 is not represented the same way as 0.2, which involves calculations and potential errors too.

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Aphrodite

Member since 20 Dec, 2011

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