Rushino's Recent Forum Activity

  • Hi,

    I am concerned about the execution time of the use of IsKeyDown instead of triggered IsKeyPressed. Is there any noticable differences ?

    In fact, this is because i designed a function for gamepad support that enable me to detect either if he moved the axis out of the deadzone in 4 directions or a button press since it seem that the axis index registered is the same for left and right or up and down so i think the only way is to compare axis value to detect this (correct me if i am wrong..). Doing this i can�t use triggered events to detect a gamepad key press.. (I am comparing against a keys mapping dictionnary and he could have set jump to the second analog stick as a example and if he mapped example right analog i must be able to detect it with my function before any other button key press so that is why i can�t use a triggered event otherwise i would have to make an event check for axis detection AND an event check which is a triggered event that check for a button press for same action i want to do).

    Any ideas ?

    Thanks!

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  • Just a question regarding controls mapping preference..

    I am currently making a mapping system and i was wondering if i should offer the possibilty for the player to map the axis stick OR a specific key for the moving action ?

    Normally the player would map the axis.. but should i still support the ability to make like the A button to this action even if that make no sense ?

    So i was wondering if any would offer both possibilities. Problem is that if i accept both possibilities that mean for each action i should check if its an axis specific key or a button. I know the axis return an index but it won't tell you if you moved right or left.. or up or down since there only 2 index for an axis.

    Thanks!

  • Alright thanks!

  • Hi,

    Just wanted to know.. are the webstorage key unique and shared between apps or based on only one app ? would be good to know so this way i would use a prefix.

    Thanks!

  • Nevermind, i developped an algorithm to increase the performance of the read of my CSV data to about 90%! It now take 1 sec to load instead of 5-6. I avoided the use of tokenat for this operation, it was the bottleneck. I used a While with a virtual cursor and find to go through the data which was way more faster!

    Thanks for the help through!

  • WEll i am trying to parse the CSV data of a .tmx file (Tiled) it is basically one full row of a very big lenght (2,073,600 x2 entries for a dual layer level of 1920x1080) it actually take 6 seconds and i was trying to reduce that load time.

  • Hi,

    I am currently using tokenat() with array position to get each values of a CSV string.. however i feel like its really slow. Is there a better way to read such string so it could be super fast ?

    Thanks!

  • It seem that requesting fullscreen at start of layout cause an error when in debug. Thoses errors are related to browser object. It say Window property undefined (probably because he can't get the window handle).. i also get an error in javascript console :

    Viewport argument key "minimal-ui" not recognized and ignored. index.html:9

    Anyone got this issue ?

  • I have a simple export question..

    If i have an object Node-WebKit and i export for Android.. does all action of that object is ignored and bypassed automatically for me ?

    Thanks!

  • Yeah i know but like Ashley said that not a construct 2 concern.. however Node-WebKit should somewhat support this since the goal is to bring html 5 games to desktop and other desktop platforms such linux and mac.

    So unfortunally that why i had to code myself the resolution side of the app.

  • Here the solution to all my problems (desktop platform).. i just programmed this in C# for my game. The settings are wrote to a single .txt file that the game is loading after.. plus it handle system screen resolution change and set it back when the game end.

    mediafire.com/view/myfiles

    I use crop mode, screen size is small.. and when i get to fullscreen or any window size.. everything is repositionned with Viewport properties. All layouts are scrolled to 0,0 automatically (except the ingame layout) which make the layout at top,left position and resizing is done to the right, bottom.

    End. :) and it work flawless.. if he desire fullscreen he can.. if he doesn't he can too! plus an extra where he can choose the scenario to load. But the point is that there are many option for a desktop user.. sure this kind of thing won't work on mobile.. but then you can adapt so it use integer scale and forget about the rest.

    And guess what ?.. no seams at all.. whatever the resolution is used. How this is possible ? simple.. there no scaling at the game. Only screen resolution got changed and this is the technique used by many desktop games.

  • I am set to crop at 1920x1080 as starting size. The viewport get wrong when i am reducing the windows size.

    The problem seem to be the starting windows size.. if its 1920x1080 and that i am reducing the windows size.. the viewport doesn't fellow! it is still positionned as if it was 1920x1080.

    Any ideas how to fix this ? i need a way to reduce the screen size without affecting the viewport.

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Rushino

Member since 15 Sep, 2013

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