sTARKi's Recent Forum Activity

  • The number of coins is a global variable that you add to. If you give the coins the Persist behaviour then they will remain destroyed when you replay the level. I don't think you need an array.

    Hah, thanks, I forgot about this behavior, just now when I try to clear it, it works for all objects with the Persist behavior

  • Hi, can someone give some advice or make a simple source file? It seems that arrays are needed for my idea, but while studying them, I realized that this is similar to quantum physics ....

    • In general, there are 100 levels.
    • Each level has coins that the player collects.
    • Each level has a different number of coins, 20,50,80...
    • Levels can be replayed again and again.... How to store coins?
    • For example, if I collected some of the coins, the coin counter should increase, and when the level is restarted, there should not be any coins in the place where the player collected them
    • How to download coins that the player has not collected yet, and how to NOT LOAD coins that the player has collected before

    I chose the construct because it is simpler and I can’t master Unity, therefore, if there is a possibility, I just ask for the original one, which I could change to suit my tasks. Maybe I can buy it from you if the price is not high.

  • Hello, I'm a regular user of construct 3 after the main work, I need an experienced developer to implement my idea.

    store.steampowered.com/app/1227750/Puzzle__LINES_AND_KNOTS

    I have a game and I want to upgrade it or make a new implementation from scratch. In order not to take up your time, imagine how much effort it takes to implement such a puzzle and multiply by 2-3 what I will need based on the complexity of the implementation.

    I will describe everything in detail in a personal message, but for now - I need to be able to make a mega puzzle of any size and save and load its individual parts at the right time, by a separate part I mean a playing area equal to one screen on which the puzzle pieces are placed (otherwise if there will be 3000 pieces of the puzzle on the stage, then the players will have 5 fps). The puzzle itself should consist of a Sprite object, which has many animations, each animation is a small puzzle, I will make an image in Photoshop and upload it as frames to the animation)

    If interested, write the approximate cost of implementation and time. spacestarkrji@gmail.com

  • Some more information. I downloaded "Display FPS ", launched it and that's what's strange. The "Display FPS" shows 60 fps, and in the game the fps is 20-30, there I use the event - Text object, expression - " every tick Text - set text to - fps "

    If you start the video file from the game just in the folder of the tablet, then the fps is stable 58-60... it's very strange why the construct 3 loses frames...

  • More information, I started using Remote Preview, I'm going through the project settings in the hope that I will accidentally improve performance.

    In browser, when the project starts, the video is not visible and the fps counter is 60, but as soon as I touch the screen, the video starts to be displayed and the fps counter instantly drops to 20. I still can hardly believe that the device is just very weak .....

    Has anyone used Video in their project?

  • Ashley I'm sorry to bother you, but probably no one can help me except you. Perhaps the plugin has problems and needs to be improved, since when you start the video file on the phone from the folder everything is fine, but if you start the project with this video file, you will notice a loss of frames. I'm not using 4k resolution though.

  • Hey, I had a brilliant idea, but I'm running into a weird low frame rate issue.

    Even if I create an empty project, the scene resolution is 1920-1080 and the video resolution is the same, then when I export to android and start the project, I see fps 10-15 on the tablet "samsung galaxy tab a 2016" and 15-25 on "Redmi 9" . But, if I run this file just on the phone, outside the project, but as a regular file, then everything is smooth and clear, maximum fps....

    What to do, how to be? This is a sooooo small file, and I expected to upload much larger things.

    I have attached the C3 source - cloud.mail.ru/public/9Kid/Rjwvor2LQ

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  • disk.yandex.ru/d/QfT6G1Hz0qpKJw

    thanks, but not very nice by my standards

  • You can apply the Glow effect while moving.

    You can put a sprite on top, with blurred edges, but with transparency in the middle.

    There is no need to use the overlay mode in this case.

    =====

    Можно применить эффект Glow во время перемещения.

    Можно наложить сверху спрайт, с размытыми краями, но с прозрачностью по середине.

    Не нужно использовать режим наложения в данном случаи.

    could you make a c3 source file?

  • I don't understand what you would need 5000 sprite tiles for. Can you provide more details on the game and the sprites are for? Would there be a more efficient way to implement that?

    youtube.com/watch

    This is a puzzle game. The picture is cut into many pieces, there are a lot of pictures in the game, the number of pieces can be 500 and 5000. I can’t make 2 copies for each piece with different edges of the image, then the game will weigh a lot.

  • Maybe export 1 sprite with a sharp edge and one with a soft/blurred edge? Then choose the animation based on whether or not it's being moved. That would also save on effects processing

    I have many cells, for example 5000 pieces. If I make another 5,000 pieces, then the game will no longer weigh 60 megabytes, but 120. This is an example. I can't have 2 copies of each item, it doubles the size of the game.

  • Hard to tell anything from your video because it's max res is 480p and it's heavily compressed. Can you describe your issue in more detail or upload a better video?

    I use google translator and may not be accurately conveying the meaning.

    I need that when moving the cells of the puzzle they have smooth edges, not sharp ones. I can't have 2 types of cells (regular and with smooth edges, otherwise the game will weigh a lot, since there are 5000 cells). I tried to create a special sprite on top of the cell during selection and movement and I achieved the desired effect, BUT when the cell crosses another cell, the problem is visible, the sprites superimposed on them and attached to them have BlandMode and they shine through not only the edges of the cell to which they are attached, but and other cells. I only need smoothness on the edges of the cell, so that the corners are not sharp but smooth.

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sTARKi

Member since 17 Oct, 2016

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