ome6a1717's Recent Forum Activity

  • Nepeo - wow, talk about an oversight! That totally makes sense why it was taking so long.

    You are a lifesaver! Thank you.

  • Nepeo - Thanks for the reply! (and thanks for the plugin!)

    I totally see what you're saying, and to be honest, when we look at the tutorial, it takes merely a second or two to loop through the 1k x 1k image. Ours is taking upwards of 27 seconds.

    https://www.dropbox.com/s/r5p2nr3g2znnspt/advancedRandomTestingv1.c3p?dl=0

    I'm linking a new c3 project here that I made with the issues we're having. At first I thought it was all the other events I had, but even stripped out, you can see it's still quite slow. If you have some time, would you mine taking a look and see if we're doing anything wrong?

    Thank you!

  • We've been working on a perlin noise generator through javascript, and were super excited to get the webassembly version of it in the new C3 runtime.

    Running pretty much the SAME code, between the two, the advanced random plugin takes almost 3x as long that the javascript one. All we're really doing is generating a 2d classic noise and sending that value through a return function.

    Changing the octaves didn't seem to have any difference, either.

    Any help or insight would be appreciated!

  • oosyrag - I tried playing with the HTML properties for the textbox. I've gotten some things hidden with the CSS lines, but honestly it's too much of a hassle to make it work.

    Sumyjkl - Yeah, that's pretty much what I ended up doing. Kind of a pain, but I suppose it works.

    The only thing I wish made sense the arrow keys returning a unicode symbol instead of text...

    Thanks for the advice!

  • Sumyjkl

    I thought of that, but then if they happen to right click it, the menu will pop up and break the immersion of the game.

  • I've been able to make my own text input using keycodes and StringFromLastKeycode with the keyboard object, but I'm starting to run into issues with characters that have modifiers (like shift + 1 = "!", or shift + "/" = "?"). If I hold shift, it still returns "/" instead of "?". I also have issues with the down arrows (it actually returns an arrow instead of "up arrow", but due to it being a spritefont, just returns nothing).

    I'd really like to not have to bother with a text input object. It's a pixel art game at a very low scale and a textobject will ruin the way it looks. Is there anyway to do that with keycodes short of coding every single key individually?

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  • nacra - Good idea! Total pain, and unfortunately I have to still keep that button there, but other than that, it seemed to have fix it. Thanks!

  • Just bumping this - does anyone know if I could at least change the initial value of the Boolean?

  • Taximan - correct, but I wish to use the same sprite to save on memory and make my code more simple to use.

  • WackyToaster - thank you!

  • When you create a sprite, you can set instance variables to that sprite. However, once you make a copy of it (not clone it), if you change the variables of THAT copy, and then create the sprite via code, it has all of the variables of the first ever created sprite.

    Is there a way to determine which sprite is the "first created" so if I need variables to be a certain way upon creation, I can change them?

    The reason for my asking is that I've created a button sprite and do an "on created" > if Button Boolean = True, create Text overlay for button. However, if I create the button and set the boolean to false in the same event, it somehow grabs the on created segment of the code before it can be disabled.

  • Just curious - is there a way to find the save file when using System > Save in node webkit?

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ome6a1717

Member since 12 Feb, 2013

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