OddConfection's Recent Forum Activity

  • I want to publish my game without achievements, so I do not need to use steamworks, do I just have to export for windows and it's ready for steam?

    Exactly that. As long as the game runs from an .exe for windows, you don't need to include Steamworks.

    However, including some Steam integration and features might help improve the visibility and desirability of your game on Steam.

    Steam4C2 can help with this.

  • RaptorWingGames

    I had jank with auto-runners before too, including the C2 example one, and found that replacing Bullet behaviour with lerp based movement using dt made it smoother.

    Set X to lerp(Self.X, Self.X - Speed, dt)

    Here's an example C2 capx

  • Screenheight and width ou WindowWidth and Windowheight ?

    If your app is full screen there wouldn't be much difference, but screen width and height are probably the better options to use.

    For example:

    System:Compare two values -> Browser.ExecJS("navigator.platform.toLowerCase()") = "iphone"

    System:Compare two values -> Browser.ScreenWidth = 1125

    System:Compare two values -> Browser.ScreenHeight = 2436

    You might want to test what values are returned for Browser.ScreenWidth and Browser.ScreenHeight, as they might change based on orientation, for which you will need to take account.

  • Can you please resend an updated dropbox link or capx download link, i need it for my project aswell.

    I've updated the link in the previous post with this new one:

    https://www.dropbox.com/s/vs521gph1nb6h ... .capx?dl=1

  • >

    > Here's a C2 capx that will show the result of the javascript Yura G posted:

    > https://www.dropbox.com/s/9c14b2fvpv0me ... .capx?dl=1

    >

    hi

    i did try it and it give me "iphone" result

    any solution ?

    Since that doesn't specify which version of iPhone it is, you might have to combine it with a comparison of something else, like resolution (WindowWidth and WindowHeight), which is different between iPhone versions.

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  • I read that Steam Greenlight turned into Steam Direct. Is the plugin going to work with this new system?

    Steam Greenlight and Steam Direct were/are just the ways to get your game approved to be made available on Steam, it has nothing to do with what you use to make the game.

    What does relate to the plugin is the Steamworks SDK, which this plugin does work with from what I can see.

    I myself will be releasing a C2 made game on Steam in the new year and will be purchasing this plugin soon so I can set up Achievements and the like.

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  • >

    > > any help please ?

    > > i can't find a way

    > > thank you

    > >

    >

    > Do you have an iphone X to test on? If so, check to see what the javascript call above returns for it.

    >

    yes ok but how to check what the javascript call above returns for it ?

    thank you

    Here's a C2 capx that will show the result of the javascript Yura G posted:

    https://www.dropbox.com/s/9c14b2fvpv0me ... .capx?dl=1

  • Anonnymitet

    The website looks interesting and engaging. I'll consider doing something like that if/when I ever get around to releasing the game I'm working on.

    Unfortunately this is pretty worthless SEO-wise I guess. :-/

    Maybe a way around that would be to create a separate index.html with all the SEO tags and stuff in it, and then show the C2 created site in an iFrame?

  • BiffanyPFH

    The number of levels doesn't matter with regards to performance, just the content of each level.

    I'm getting 60fps in the desktop game I'm working on, and that has:

    • 16384 x 4096 levels, with Characters around 48 x 64 to give you an idea of the level size
    • 6 layers: 3 background/parallax, playable layer, HUD layer and Menu layer
    • 30-80 NPCs with Platform Behaviour (for movement)
    • 40-80 other objects (e.g. boxes, barrels) with Platform Behaviour (for gravity, when terrain destroyed below)
    • 3000-4000 destructable sprites (a Tilemap might have been better if performance was bad)

    A few tips that helped me get good performance:

    • Use Triggered events (ones with green arrow) instead of regular events where possible
    • Similarly, use Timer behaviour or Functions to call certain actions at certain times rather than constantly checking for the right conditions
    • Use Groups, so you can disable/enable a whole bunch of events as needed
    • Use Spritefonts instead of Text if you need to update something frequently, as updating Text every tick will impact performance
    • Destroy objects outside the layout (i.e. in the margins), a platform object falling into eternity will drop your performance
    • Disable collisions when not needed e.g. only the surface of my destructable terrain has collision turned on to start, I turn it on for each terrain piece when it's exposed or made accessible
    • Disable platform behaviour when not needed e.g. I only turn platform behaviour on for my enemy units when they are on screen
  • StefanN

    This won't help with current players using the cached version, but for future versions if you add something like this to your splash screen or main menu it should force reloading the updated version

    Browser: On update ready -> Browser: Reload

    From the Manual:

    [quote:ousyv8j6]On update ready

    Triggered when the game is running from cache, but an updated version has finished downloading in the background. If the user is still on the game's menu or title screen, you may wish to prompt them to refresh the page (or just do it automatically) so the new version is loaded

  • deejcast

    The parameter you need to pass is the Tag you specifed when you started the Timer

    For example, if you set the Tag as "InvertControls", then you would change your text to:

    ""&Player.Timer.CurrentTime("InvertControls")

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OddConfection

Member since 26 Jun, 2012

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