boolean's Recent Forum Activity

  • Hi all

    I took part in the Cyberpunk game jam over at itch.io, making a game in a week using C2.

    Theme for jam:

    Make a 80's cyberpunk game based on this image:

    My Entry:

    Sky Hackers

    I had not used C2 in probably 6 months, so using it again for a game jam it was a shocked to remember just how damn fast you can develop in it! Plus it has a debugger now - a debugger! Mind. BLOWN.

    Hope you guys enjoy it

  • Mmm, so I guess that's a no?

    Ashley - If this isn't possible at the moment, could this be added in? It would make managing sprite-sheets much easier.

  • In Chrome, press F12 on your keyboard to open the developer toolbar and select the Console tab - Are you getting any errors?

  • Hey guys

    In my game I have a sprite called "buttons" that has 5 different button types. I'd like to keep them all as one sprite so that they all get exported to a single sprite-sheet.

    What I would like to do is have each button be its own animation, so I have "Back" with its own frames, "Close" with its own frames etc. The limitation I've run into though is that the editor will let me set a frame number in the properties, but not an animation type.

    <img src="https://dl.dropboxusercontent.com/u/20830426/settingAnimation.png" border="0" />

    I can do this through events on startup, but it gets rather messy picking and setting several buttons and UI elements.

    Is there a way to set an animation type through the editor, not just a frame number?

  • Although it would be nice to have a "recent folders" dropdown for the export path - When I'm testing to different dropbox folders or I'm opening and closing projects, it's always a pain to keep pasting in the folder path.

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  • Looking great man!

    One suggestion: It would be nice if the items stayed on screen when you activated the ninja - Sometimes I would hit something and bounce around, but it was hard to tell which one item he hit (and therefore tweak the placement of).

  • Wink: I'll give that a shot and see how it goes, cheers mate.

    Ashley: That's a good point. I was under the impression that the biggest bottleneck was drawing graphics to the screen, so I may have underestimated the importance of the logic running underneath. I'll do a proper test tomorrow when I have a bit more free time, but I noticed that in a lot of places I'm doing:

    + Sprite: 'landed' flag is false AND not overlapping SpriteB

    -> Do stuff

    As opposed to:

    + Sprite: 'landed' flag is false

    + Sprite: does not overlap (...)

    -> Do stuff

    By bumping that overlap check down one level it wont get hit every tick.

    Hopefully that gives it a bit of a speed boost <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi all

    I'm having a shot at developing my first mobile game.

    However I'm running into some rather large performance issues. I rebuilt a simple test and it seems that by exporting to CocoonJS I can get about 80 sprites on screen before it hits <10fps on a Google Nexus. My game is a variation of Tetris, so a 9x9 grid would be around 81 sprites on screen, not counting all the UI sprites and the preview blocks. Once the screen fills up about halfway it's pretty common to dip into the 15-20fps range.

    Sample Capx

    I've seen a lot of threads about performance on mobiles, but should it be this bad or am I just doing something wrong? It's not like I'm doing anything fancy with the sprites. I've run the 'Sprites' demo in CocoonJS that can get about 400 sprites on screen before it dips to 30fps, so I'm not sure how it's doing that.

  • This all seems like an unnecessary workaround to just checking the console tab. As Ashley said, if there is an error in your function name, it will show up there. I have 40+ functions in my tiny project and a massive dropdown isn't going to make things easier to manage.

    Now renaming functions and having them automatically update any related function calls, that I could get behind...

  • I heard from a friend the other day who has the free version of Construct that when they were deleting events the Total number of events was not going down. So if they have 99 events, delete 10 and then add 2 more, they would still hit the 100 event cap. That seems to be the same problem OP is having.

    I'm at work so I can't download the free version to test, but could there be a bug in that version? I actually thought this was a bug that was fixed in the free version a while ago, so maybe it crept back in? Or it didn't and my memory is just bad <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I had other issue, custom webfonts won't apply texts while webgl is enabled. Otherwise, canvas mode worked custom webfonts.

    You might want to see this thread

  • Have a system expression to convert a number into a comma/dot separated string ( 2000 -> 20,000) , with maybe settings for zero padding (i.e. 3)

    This could be done in C2

    Move global variables between sheets.

    You can cut and paste global variables between event sheets. C2 will give you a great big warning that any related actions will be deleted, but they are undeleted when you paste the global variable back in. It's a really confusing prompt.

    Ability to disable and includes like events & actions. (currently I can just delete and re-add it)

    Do you mean the ability to disable event sheets, or the ability to disable conditions and actions? The later can be done by right clicking an action or condition and selecting Disable from the menu. If you mean the former, then yeah that would be handy.

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boolean

Member since 22 Aug, 2012

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