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  • i see

    its true though, ashley always says gpu takes considerably longer than cpu, and that cpu alone, in fact, would almost never impact on fps.

    so this was really not important i guess xD

  • yup, i tested this, and indeed no matter the timescale the game runs 60 ticks per seconds.

    I'm pretty sure construct had a "force 30fps" system action no too long ago. why did they remove it? =O

  • I was just wondering...

    imagine that a game does a number of calculations and outputs a certain fps.

    if i set the timescale to 0.5, would that improve performance?

    could i then design the game to look "normal" at time scale 0.5, and since it would now be calculating half the time per seconds, would it get better fps?

    does tick calculations even change whit time scale?.... according to my test it doesn't.

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  • 20 or more sprites for a small object is actually pretty ok. specially if it's an intro with it's own layout.

  • yup i got that =P

    i actually did change the events that used "trigger once" in events when i found out about this ^^

  • Good to know it's by design, was going to post the same thing in in the bug thread =O

    but I agree with clrammer. this is not as intuitive and obvious as ashley claims.

    the manual should say that the events will reset their events when disable and enabled again.

    although, when i think about it, it kinda makes sense. good to know though.

  • But if you don't use "Browser > Lock orientation to secondary landscape", the screen would still flip to the other side if you turn the device 180°.

  • like this , it works since crosswalk 4.

    (except you want secondary landscape)

  • [quote:386yc5d0]Is between values (System conditions)

    Test if a number is between two values (greater or equal to a lower value and less or equal to a higher value).

  • crosswalk is a bit heavy, but every plugin you leave "on" adds to the file's size. the only one you MUST leave on is "Events", all the rest, unless you need it, should be turned off.

  • you set the type of button in the properties panel.

    The text and everything else must be stored in the button previously to it being pressed.

    It won't work to load anything "on pressed" or anything like that.

    for instance; in a game with score, when the player dies, set the text to the tweet button, so when the players presses it, the text is already there.

    If you want to change a parameter more than once, you'll need to reload the button after. every time.

    However, for some reason, you can't have 2 tweeter buttons at the same time, guess it's a bug (?)

  • i'm sorry, but your post is really, really hard to understand.

    Could you please rephrase it in a more understandable manner?

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Sargas

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