Yura G's Recent Forum Activity

  • Hi,

    Small things that would be a nice addition to existing Fade behavior:

    • Action: Stop Fade
    • Condition: One "Fade is active", or three "FadeIn/Wait/FadeOut is active" or all four of them.
    • Value: Object.Fade.Progress or Object.Fade.FadeInProgress / WaitProgress /FaidOutProgress

    Those trivial/basic additions could really help a lot.

    Hope my voice was heard,

    Thank you.

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  • I can't reproduce it : (

    The problem not in the minifier, because people complained on that issue even with minifier turned off: https://www.scirra.com/forum/black-screen-on-chromebook_t179925 It happened on "Samsung Galaxy J3 (2016)" of the player, very low cost phone that tries to look like Samsung Galaxy S6, but lacks the power.

    I'm afraid the cause is in Mali-400 or Mali-T720 videocard/drivers, so Construct getting information that the device supports webGL, and failing in the process, with no fallback.

  • For diagnostics you probably want to export with minify disabled.

    I did, but I had to go through two hours of work to understand what "Ug"(minified) in the production bug was standing for in the regular code.

    Eventualy it was "hasCurrentMatMV", it was "null" probably because someone have problems with GLShaderProgram/shaderProgram, probably bad videocard drivers or no videocard at all.

    Should I report a bug on that? That the fall-back did not worked or something...

    "hasCurrentMatMV" problem - already mentioned on the forum 10 times, but never solved because no one reported a bug.

  • It's deliberately designed to be difficult to reverse-engineer

    Of course it should be un-reverse-engineerable as possible, but I don't want to reverse-engineer. I dont need it, I have the source files.

    While exporting I want to get for my self a file that would make sense of the minified script, it should not go to export, probably should be saved in same directory where the .capx file is.

    It is a feature for developer maintaining his own code, not for intellectual theft.

  • Hello my friends,

    My question is, how can I understand what variable/function standing behind minified ones?

    I'll explain.

    I have the source code, .capx, everything... But when I publish to production, I minify my script for obvious reasons.

    Later I'm getting a report that one of the ugly "...nb,ob,pb,qb,rb,sb,tb,ub,vb,wb,xb,yb,zb,Ab,Cb,Db,Eb,Fb,Gb,Hb..." minified variables/function have a problem.

    For example "ab" can't get a value of "null"... I want to understand what "ab" standing for.

    Ashley, Is it possible to get some kind of dictionary when exporting and minifying the script? So later, only I, by having the dictionary, will understand what each minified variable stands for.

    If not, I have a request for that feature in Construct2

    Please help,

    Thank you.

  • Thank you

  • Really smooth performance, how much "samplerFront" have you used? If one, I think it can be a good replacemant to blur-Vertical/Horizontal on weak devises on fast moving objects. Sometimes I have to disable blur because FPS is droping... But maybe it is better than no blur at all.

  • First - You dont need to pin a gun by "Position and Angle" if you want a turret, you need to pin only by "Position" to allow the gun to rotate.

    Second - Try to read about containers: https://www.scirra.com/manual/150/containers

    They are made for making composite objects, exactly what you need.

  • Try this:

    On created obj_Enemy : obj_Enemy spawn obj_enemyGun on layer "game" at image point obj_enemy1.ImagePoint("Gun")

    If the point always at the same place you can use Pin behavior: pin obj_enemyGun to obj_Enemy in the same "on created" event

    If not you have to include instance variables: Set instance variable "parentUID" of the gun to UID of the enemy when enemy created.

    Than every tick for each gun pick an enemy by his UID (=parentUID) and make what you did in your example.

    The reason why your example did not work - because you created only one gun, and no matter how much guns you have they all will be at the place of the first enemy because you did not picked every gun to his specific enemy...

  • RayKi , wait, do you mean 30mb of source files weights or 30mg in the debugger "0 objects - 60 FPS - 0% CPU - 6.9mb images - webgl" section?

    In the first case - it is too much, in the second - it is okey.

  • In my opinion 500mb is to much for a series of mini games,

    30mb of a single layout should take some time to load,

    hard to imagine mini game that weights 30mb.

    I think it is a time for optimization:

    If the weight coming from images - try using more small repetitive components rather than big ones, RE-USE, tile maps, compress images, use 9-patches instead of images, see if you have images with to many transparency, delete what you don't need, combine images that always one a top of another to a single image...

    Music/sound - compress, combine, cut...

    Code? - not likely - Use functions, re-use event-sheets...

    The eye can't catch 30mb of information in few seconds, in that short period of time the brain could tell the difference between 5mb and 30mb. And it is realy possible to make a 5mb layout full of features.

  • Sure,

    You have to inclube Browser object in your project, than you can make:

    On click SpriteX : Browser>Execute Javascript >"enterYourJSCodeOrFunction();"

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Yura G

Member since 10 Mar, 2016

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