pilpgam's Recent Forum Activity

  • I see.. thanks for the advice Dop..

    I am still learning all about this optimizing stuff especially what is the proper way to load the image file in game.. which one should be sprite, which one should be tilemap or tiledbackground when it come to be huge and a lot of images

  • Hi all :), please help me to understand C3 Runtime

    I make a new blank project with stable version R122 R120 C3 Runtime

    (new blank project in R122 R120 is C2 Runtime, I change it to C3)

    in debug layout it show "22mb images" what is this mean ? "mb" stand for megabyte ?

    then I try the beta version R125, also make a new blank project which C3 Runtime selected by default

    in debug layout it show "0.6mb images" it is mean only need 0.6 megabyte for a new blank project ?

    why it is so different from R122 R120 which takes 22mb ?

    Question :

    I make my project in R122 R120 from the start.. Then if one day R125 released to RXX stable version.

    And if I open my project file using that new stable version, Is it posible for C3 to "auto optimize" my project ?

    Or am I missunderstanding this thing ?

    dropbox.com/s/n4nkcdkf12dgugq/C3%20R122.zip

    dropbox.com/s/kcy5qzdmy5k4pm8/C3%20R125.zip

  • I see.. thanks Dop..

    other question :

    So If Solid behavior need to apply in that Tilemap / TileBackground / Sprite, which one better ?

    Well if I use Physics object for the player/enemies sprite, then I also need to apply Physics to all of those and set "immoveable" to tilemap/tiledbackground/sprite which hold the enemy to prevent it fall out from viewport

    Object with solid behavior can hold the Platformer object,

    but If Platformer change to physics, solid behavior cannot hold it.. should apply physic with checked immoveable

    Is there any other trick to make less physics object ?

    Or every object that physics immovable optionchecked consider as not physics object ?

  • I am sure it is there... Could you show your event condition ?

    Maybe something in you event that prevent this action ?

    Here what I do with Button Clicked event, and I can choose action System > Set Layout Scale

  • How about the efficiency ?

    Which one better :

    1. 1 Sprite size 32x32 NO animation (speed set to 0), duplicated to 7 item with different UID

    2. 1 Tiledbackground with original image size 32x32, resize the width to 224 in layout to form 7x32

    3. 1 Tilemap with original image size 32x32, tiled 7 times

    Let say.. 3 of them in 3 separate different project.

    Of course cannot feel the different because only that item in the project.

    But imagine 1000 item not just 7, which one is the best choice in this case ?

  • Hi Dop :)

    thanks for the reply...

    I found it.. I should right click on the tile to change tilemap collision

    LOL.. it use same icon in UI, I never thought its different :D

  • Which one should I use Sprite or TiledBackground or Tilemap ?

    If :

    Player Character = Sprite with animation, Platformer

    Enemy Character = Sprite with animation, Platformer

    1. If the solid area see picture below with red rectangle mark, also contain tilt area. Should I use a saparate hidden sprite (solid behavior) for the all the collision area, and leave all background design origin without solid behavior ?

    2. Is it wise to use Tilemap to draw the background in this case, tilemap collision area is fixed to rectangle 32x32 even the object contain blank area ? Can I change the tilemap collision area ?

    3. Tiledbackground collision area is fixed ? how to use tiledbackground for tilt area ?

  • Well.. I dont know how but maybe something related to this tutorial : scirra.com/tutorials/318/how-to-use-loader-layouts-to-make-custom-loading-screens

    I just hope a nice guy could post an example events in editor start page. So I can learn how to do it right.

  • Hi..

    I try export .apk from your .c3p in github. I face same result, both also has black bar at below..

    is it because of the viewport 720x1980 ("720p landscape" or "720p Potrait") ?

    But if I make a new blank project and choose viewport 480x854 ("SD landscape 16:9" or "SD portrait 9:16") it will perfectly full screen without black bar

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  • maybe you can try this event from game demos 'Kiwi Story' :

    editor.construct.net

  • 'name of variable' is the name of a local variable I used but is now deleted since I don't need it anymore.

    Maybe because of that "local variable" ? since deleted maybe it cannot be recognize in the group ?

    and maybe your "certain condition" still contain that local variable ?

    what if make a temporary global varible with exactly same name like the deleted local varible, and after that try to drag the certain condition in to group again.

    Just to figure out is it cause by the local variable missing or something else..

  • Hi Net :) thanks

    I figure out something but kind of weird.. :D

    Like you say new touch gets new id +1 each time.

    since I do this stuff on laptop and my laptop screen is not touch screen, when I try the intermediate template like Touch Zooming, the ID only blink between 0 and -1

    But when I try to export it to .APK and run it on phone (with touchscreen), I saw touchID keep increasing in every touch.

    and yes.. i am thinking to make the grey box (sprite) separately become 2 different sprite object

    then use "on touch object [ ]" to indentified the touchID and save it in certain variable

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pilpgam

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