oosyrag's Recent Forum Activity

  • First off, I recommend you confirm that resolution is actually the culprit of low fps before you ask the wrong question, or spend a lot of effort fixing it when it wasn't the problem to begin with.

    Besides that, that's not exactly how resolution and performance is related. No matter what resolution your sprites are, the device still has to up/downscale them and draw as many actual pixels as it needs to fill up the screen.

    What does matter is memory use - your source images will be loaded into memory at their original resolution no matter what the device up or downscales them to after. This can cause issues if your total memory use goes over the available VRAM on the user's device. So to lower your VRAM use, you would need to change the sprites in your project use lower resolution textures/images.

    However, do note again that if slowdowns only occur when a lot of objects are on screen, I find it unlikely that texture resolution is your problem. See construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips and construct.net/en/blogs/construct-official-blog-1/optimisation-dont-waste-time-768 for more information.

    Depending on your definition of "many objects" and the capabilities of your target device, you might simply just have to reduce the number of objects on screen at any given time. There are tools to help measure this if you search "Performance" in the examples browser.

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  • Not sure what you're expecting when you ask what is wrong with your code, but don't show us your code.

    The solid behavior absolutely works with 3d objects, as can be seen in the 3d shape example.

  • + System: Pick 9patch by evaluating 9patch.Width<1
    -> 9patch: Set width to 1
    

    Put this event at the end of your event sheet.

  • An index is the number position of a value in a list, usually starting with 0.

    So the first item is 0, second is 1, third is 2 and so on.

  • developers.google.com/identity/protocols/oauth2

    developers.google.com/identity/protocols/oauth2/javascript-implicit-flow

    Sorry for just referring you to documentation, but this is pretty out of the scope of these forums (and my experience). That said, if you learn how to read and follow documentation, you'll be able to do pretty much anything.

  • Thank you for the info, but the thing is. For my 3d game im not using custom movement. I am using 8 direction behaviour.

    In your original post you said you were using the "custom" behavior, and also mentioned push out solids. Push out solids is a custom movement behavior action, 8 direction doesn't have that.

    If you can't describe your situation clearly or consistently, it will be very difficult to give you help or advice.

  • You need to add the part parameter "snippet" to get the snippet data. Use the second link to see how it should look when adding parameters in get request. Similar to how you added the livechat Id parameter.

  • > This is a bit off topic..

    > I see you are creating a random deck of cards. This can easily be done by the Advanced Random and Permutation table functionality, without any JS. Just fyi

    That sounds great, could you share a tutorial or the documentation on how to use that?

    The manual has everything well documented. Here's an general example dropbox.com/s/rq28y5pqhdh143b/Advanced_Random_Permutation_Example.c3p

    The permutation table size would be your deck size, and the value would be the ID of each card.

  • Figure it out in 2d first. For things like buildings where the "vertical" portion of the object is perpendicular to the ground, 3d doesn't matter.

    I don't recommend using the custom movement behavior unless there is something very specific you need that isn't covered by the other movement behaviors and you really understand how the custom movement behavior works to implement your solution.

  • You do that on the YouTube side, when setting up your stream.

  • EDIT: Am I wrong in thinking a Layer with its scale rate set to 0 shouldn't scale? It still scales down when I resize the window?

    Scale rate affects the system scaling at runtime, not the canvas/window scaling.

    I feel like I had seen a solution to this before in the forums somewhere, I'll try to see if I can find it.

    Scaling is still usually superior though, since the dpi of mobile devices can vary quite a lot, and using a fixed resolution/'crop mode' style layout can result in possibly unreadably small or overly huge text. It is usually much better to define a set dimension either horizontal or vertical to fit your content, and then allow the other dimension to get cut off (scale inner) or extend(scale outer) depending on the aspect ratio of your device. Then you set the size and position of your content based on viewportwidth and viewportheight at runtime. Even for apps.

    So basically you want something like how a the C3 website displays in different size windows?

  • developers.google.com/youtube/v3/live/docs/liveChatMessages

    developers.google.com/youtube/v3/live/docs/liveChatMessages/list

    Via HTTP, use the AJAX plugin to GET, through the 'Request URL' action.

    GET https://youtube.googleapis.com/youtube/v3/liveChat/messages?key=[YOUR_API_KEY] HTTP/1.1
    

    Use the AJAX plugin to set headers, through the 'Set request header' action.

    Authorization: Bearer [YOUR_ACCESS_TOKEN]
    Accept: application/json
    

    The response will be in JSON, which you can load into the json object to parse and use, or you could possibly just grab what you need directly with tokenat.

    Alternatively, you can use the javascript API directly with C3. Documentation and examples also at the above links.

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oosyrag

Member since 20 Feb, 2013

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