NetOne's Recent Forum Activity

  • Haven't touched this for over a month so not much progress,

    but tonight, after a particularly bad few games of Overwatch. mainly caused by a fxxxkin Hanzo fxxxking xxxxxxxer

    (blizzard you need to sort out hanzo ffs, dude dosent have to aim and can one shot anyone from the otherside of the map without aiming....

    I decided my time would be better spent work ng on a way to do scrolling background.

    this is my first try, it kinda looks like i want it to but its not working well behind the scenes also its all using the same 9 512x512 sprites repeated semi randomly and scaled so the back line is about 150 sprites long which is not very performant. but the idea is to replace with clouds and cities etc...

    also messing with tinting the game layer for a day night effect. maybe use we'll see

    https://drive.google.com/open?id=0B6AQ9 ... 1hIbTgtNE0

  • Log into C3 (top right corner) with same account as log-in for this forum.

    That is what I do anyway.

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  • As I intend to move to C3 in the future I am testing every C3 release for compatibility by importing and running my (in work) C2 game.

    Since C3 r52 (TBC) I have had been unable to run my game,

    the game imports without issue but when running I am getting a "rasterised" and stretched first screen then nothing works.

    I have been trying to recreate this directly in C3 without luck. And have spent hours deleting stuff from the C2 project to identity what is causing but no joy. I think it may be to do with additive or tinted layers (as if I try an earlier iteration without the tinted , additive layers all works well) but cannot confirm this as removing them directly from the latest C2 file does not solve the problem.

    I will continue to investigate but I was just wondering if anyone else has had any game breaking issues after importing to C3 from C2?

    Cheers

  • Hi newt ,

    That's not good.

    How does this happen?

    Is it because the companies hosting your game have been compromised or have shared your game without permission?

    Or is it possible to rip html games straight off rival host websites?

    or other....?

  • change or save ????

    you can use an array or a dictionary to store all instance variable(s) for all instances of sprite.

    for a array something like

    [quote:1hr9tnx2]+ System: For each Sprite order by 0 ascending

    -> Array: Set value at (0, LoopIndex) to Sprite.?myinstancevariable

    if you want to save like a game save

    set the array above to a local storage object in json format

    [quote:1hr9tnx2]+ Button: On clicked

    -> LocalStorage: Set item "Save" to Array.?AsJSON

    but if you are doing this save game file then construct 2 has a save game feature that saves the whole state of the game, no arrays needed

    https://www.scirra.com/tutorials/526/how-to-make-savegames

  • Ashley

    in C2 no tint was around 100 RGB and max 255 resulted in overexposure good for some effects

    in c3 the max tint 255 RGB basically is the same as the 100 tint in C2

    no possibility to over expose and only possible to have subtractive tinting

    is this intentional or is it a bug?

    some pic

  • >

    > > I'm sorry to say that NewGround Jam period is too short for a semester, and too early for the semester after summer vacation. Since you put the words so firmly like, me and my colleagues can see Scirra's determination clearly. We are sorry to say that we won't invest on C3 education programs, and we will help our customer schools to migrate to other 2D engines in order to avoid the termination of C2.

    > >

    >

    > Older engines never had layers. They are just a convenience.

    > You can make 1000s of layers on one layer using the engine z stacking or even have your own dynamic z sorting in 2 events ....but I suppose you prefer to teach your students defeatism instead of ingenuity.

    >

    Everything in the class is for convenient comparing using DirectX or OpenGL to make a game. Of course, I can teach student how to make a engine from a blank file, and compile it to get a native binary.

    Anyone with half a brain can learn Construct 2/3 basics in 1 hour by themselves

    but.....

    [quote:31oc6y09]Of course, I can teach student how to make a engine from a blank file, and compile it to get a native binary

    Now that would be a class worth attending, even if it was simple pong or spinning box.....

  • Conditions are set on the left. (i.e when mouse clicked and variablex = 1) [note you can stack the conditions or even have sub conditions/sub events]

    Actions are on the right (i.w set the Boolean true or false)

    i dont think you can set a Boolean by expression in an action (you would do it in a separate condition)

    If you want set the variable directly in the action then use a normal variable, if it is to be a Boolean type just fill it with a 1 or a 0

    then you can evaluate something else to get the return value for the variable in the action.

    edit

    sorry i just read what I wrote and I cant even understand it.

    to simplify

    as far as i can see you cant set a Boolean with an expression in an action

    but you could set the conditions then just have another event that checks the conditions and sets the boolean

  • God dammit, my mom put so much toilet paper in the toilet that it didn't flush. Then even though the toilet bowl was full of water she pressed the flush again and the whole bathroom got flooded with bits of poo everywhere and water flooded down into the kitchen as well. I was having a good fking day up untill this....

  • Personally I would crack on with the game then if you start to hit GPU ceiling on your target devices maybe think about optimising these sort of things.

    Thing is that unless you are wanting to deploy to old mobiles or trying to render crazy amounts of sprites then most GPUs are so powerful these days that, especially with browser based games using webgl, you are more likely to hit CPU ceiling first.

    I'm no expert though.

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NetOne

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