NetOne's Recent Forum Activity

  • So, Ok I did write a big post but it was getting out of control so to keep it simple

    I have a test scenario ….

    • TWO or more touches ALREADY TOUCHING
    • One of the touches SLIDES over a button
    • Test if that touch is the first touch
    • If yes activate button

    My thoughts on solving are,

    Recording uid of first touch only...

    OK this Works fine.

    However then going on to check if that touch ID is touching an object, unless it is on initial touch, appears to not be possible with construct events. (unless you do something fancy with invisible sprites and collisions but that is out of scope here.)

    I’m hoping someone can prove me wrong.

    So the two ways that you might try are.

    This does activate when a touch SLIDES onto the button

    BUT the action will only pass the touch ID of the LAST TOUCH touching the SCREEN when something touches the Button. It will not specifically pass the touch ID of the last touch that has touched the Button. For example, even if the last touch touching the screen is not touching the Button this action will pass that last touch ID. So it will work only in a single touch scenario it will not work in a multi touch scenario.

    The other method to try would be

    This basically works , and records the correct touch ID each time, BUT.... it is only triggered when the touch directly touches the button at time of touch. It will not trigger for any touch that is already touching the screen then slides over to touch the button.

    So as far as I can see, (without using invisible sprites to check collisions). It is not possible to track if a specific touch touches a button if that touch is already in touch.

    (Try saying that after a few pints)

    ps I’m sorry I cannot upload any google drive files directly here as I am at work

    But I have already posted a test file on github, ready to go, if anyone is interested in having a crack (no invisable sprites NOT allowed you can swap out is touching for on touched to see issue)

    github.com/Scirra/Construct-3-bugs/issues/2330 (change the extension to c3p)

  • There are some changes in the C3 runtime that effect Tint RGB and possibly other RBG realted inputs BUt that difference should be across all platforms not just on android. I would document the changes you are seeing between platforms and between runtimes. Narrow it down to a few objects and events if you can and then submit a bug on github.

  • you cant use greater that like that for touch id

    Every new touch gets a new id +1 each time

    so it will break your game.

    to do what you want to do keep the AB touch id variables but set them depending on if left of right of the screen. then

    to test if a particular touch has let go you set a condition to test for that id

    eg

    on touch off

    touch id (AB for left or right) = xxxx then do whatever

    but looking at your picture I cant help thinking you would be better just testing if the grey boxes were touched instead no?

  • NetOne Can you give me some instructions on how to do that? I can't figure out how to get NWjs onto C3.

    Thanks

    Ive never had to "get NWjs onto C3" (like we had to on C2) it is always just there ready to go with all versions in the drop down.

    I tried a few last night (uk) and didnt have any issues,

    are you sure you are not blocking cookies or anything else from Construct.net ???

    (right click on the left of the address bar to see, make sure you allow everything from Construct.net)

    otherwise sometimes clearing browser cache can solve linking issues , its under the advanced settings in chrome under "Clear Data".

    But it may be an issue at Scirra end (maybe they have different servers for different regions) or maybe something your internet security is blocking.

  • No, no problems on 123 here, get full list of versions. Maybe try clearing cache and reloading.

  • None of this is needed. You can ignore everything you want to ignore by just setting an instance variable on the things you dont want to ignore.

  • Nope - completely lost.

    When I put all Lerps in the one event:

    rgb(lerp(0,255,SliderBar.Value), lerp(0,255,SliderBar.Value), lerp(0,255,SliderBar.Value))

    ...the slider just turns the background from black to white.

    no you have got it!, and it is working,

    you are getting black to white as those are the colours specified. The 3 zeros above represent RGB of the first colour so it is black and the three 255s are the RGB of of the second colour so is white. if you change those rgbs to other colours then you can fade from what ever colour you like to whatever other colour.

    Then ROJOhound has shown you the next step, that you can replace the slider with a variable controlled in game in this case (t).

  • I havent used physics but

    I think you just need to make sure both balls are the same 2D mass.

    so area ball1 x density ball1 = area ball2 x density ball2

    So to find the density of ball 2 then

    ( area ball 1 x density ball1) / area ball 2 = density ball 2

    as i said though havent used physics dont know how it measures area (is it the area of the collision box or the actual sprite?)

    but anyway regardless the above should apply.

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  • The lower the resolution you render at the lower the demand on the gfx card.

    you may not notice a difference in performance until you have a lot of sprites with a lot of overdrawing / layers but obviously the more pixels that need to be processed before up-scaling the harder the gfx card has to work. you may never see a difference with a high powered gfx card.

    In your case, using high definition artwork and resizing, the setting you need to be most aware of is

    "Full-screen Quality"

    Setting Fullscreen quality to "LOW" renders the game at your specified "game window" (c2) . "viewport" (c3) resolution and then up-scales to the resolution of your game screen. This is what most modern games do as it allows a degree of compromise of gfx effects vs resolution, and thus control of graphics performance. Depending how low your render resolution is there will be a degree of blurriness (using linear sampling) or jagginess (using point sampling) with the upscale image.

    Setting full screen quality to "High" totally ignores your "game window" resolution and renders the game at the resolution of the display screen, only keeping the aspect ratio specified by your game "game window" So if you are viewing full screen on a 1080p screen it is rendering at a full 1080p , if you are viewing on a 4K screen it is rendering at 4K. This will give you nice sharp graphics but will be hitting the gfx card hard so may result in performance degradation on lower spec machines.

    you can give user access to change this setting at runtime.

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  • Ohhhhh... I should have read into the comments.

    Yes...

    I normally don't have any text object boxes in game but i did indeed recently add a ton of them (temporarily) to a load of enemies to display their individual timers and bullet related variables etc to debug bullet patterns.

    That'll be it then by the sounds of it....

  • HI Ashley

    Its happening on two very different machines running different versions of chrome, surface pro with integrated gfx and a HP Zbook 3D workstation with Quadro gfx so i dont think it is specifically related to a particular gfx card / driver combo failing.

    also it appears to be walled within the chrome environment when using construct editing and previewing , and everything outside chrome gfx wise is fine.

    also it can be resolved by restarting chrome, so may be a chrome issue, but it dosent resolve by restarting unless construct can communicate with construct servers for some sort of webgl validation. So some part of the issue is related to being off line.

    Im not using any physics in my project but yes it does feel like some sort gpu mem leak, I will try to have a thorough look at how gpu is behaving tonight.

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NetOne

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