Delphawi's Recent Forum Activity

  • Hello,

    I have multiple layouts, they all share the same HUD.

    I made the HUD layer Global, it worked, but the Coins text resets its text whenever I go to another layout. I want the text to preserve its value.

    I tried to make the text object use the Persist behavior. It worked, but now the text duplicates. Maybe because the global layer already has a text instance + the Persist instance ?

    Currently I made a function called Refresh, which is called on every On Start Of Layout event to update the text HUD contents. But with a lot of layouts, this is inefficient.

    How do I make a global HUD that preserves the values of its contents between layout transitions?

    Thank you.

  • Say you replace just the word "images" with "C://project/images" it could also replace the word in, say, a textfile that just happened to use it. Or a function in a script has "images" as part of the name, replacing that obviously breaks the script.

    It's less likely to happen if you do it by hand, but in an automated process it can happen very easily. So if you automate it you'll just have to be careful to pick the right strings to replace and possibly do it file by file rather than all files at once/recursive.

    That is helpful, thank you :)

  • Thank you, I hoped it didn't come to that!

    You'll have to be very careful though so you don't replace something you don't want replaced.

    Could you please give some examples of what I should keep in mind?

    Thanks!

  • Hello,

    We are using C3 games with a custom-made platform, which bundles the js files in some way.

    In short, we need to change the asset paths in the exported html5 files to use Absolute paths instead of Relative paths.

    Can Construct do that for us?

    Thank you!

  • I think many ideas are good, and the team has already implemented many important ones. So, Thank You!

    I think the isolation of Aha platform is the problem. Ideas need to get the attention in the forums.

    Why?

    Because when ideas are discussed, they can be grouped together in one encompassing system. Some ideas propose redundant solutions, or the same solution from different views.

    I see a lot of ideas which are basically edge-cases that would only help a few devs. There is a better solution for such cases:

    Accessible Addon API

    I think Scirra team would benefit from promoting their addon system; to help more people make addons. This way, devs with edge-case ideas can implement them as an addon and upload to the Asset store. Scirra will have less work to do, and the devs will have more solutions coming. Win-Win for all!

    Aha platform has an API that can probably be used to present the ideas here on the site in a special page:

    - All ideas are shown in categories.

    - Each category has a list of ideas (all in one page, so they are easily visible, instead of going through a ton of pages).

    - Each entry is just the title + link to the Aha full description.

    This way, Scirra will get more traffic to Aha, and thus better data that actually reflects the audience, and thus will be able to priorities ideas better.

    I have seen what happened to the old platform, and I think if the current ideas are not "summarized" and "filtered" in some way soon, they will end up archived like the older ones.

  • Join sprite and 3d object in a container.

    Thank you, I will try it.

  • Hello,

    I checked the 3D Top Down Shooter Template, and followed it to make my 3D object.

    So my setup is:

    1- PlayerObject: Parent Sprite, used for movement in the world.

    2- PlayerObject3D: 3D object as a child of PlayerObject, using its Bottom face to show graphics.

    3- PlayerSprite: Sprite object with animation. Used as a Bottom Face Object for PlayerObject3D.

    All is working fine, until I want to add many instances of this Player.

    Each instance animates differently (shoot, idle, ..etc), yet, all of them use the same object for their animation. So if I animate PlayerSprite to Shoot animation, that would make all instances show the Shoot animation?

    How can I animate each instance separately???

    Thank you.

  • Ashley When creating a keystore in C3, is it possible to make C3 generate the .PEM certificate too so we can download it (in case it was needed by Google to reset the key)?

    Thank you.

  • If you already installed JDK, you should have keytool, and generating a keystore is literally just one command.

    keytool -genkey .....

    True, I understand.

    Seems like the only way for us now.

    Thank you.

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  • If you haven't used that keystore in a published game, it would probably be easier to create a new one with Android Studio or keytool. There are plenty of guides online.

    Thank you. That is a good alternative.

    Using Construct is actually easier for me, and I hope there is a another solution.

  • sure this is what I was using i had 2 of the same type of object to spawn different colors of this object i made it spawn these every time the player move for every 0.010 seconds to give it a retrowave mix with neon style when you move witch made it look like this i had a brightness at 150% glowhorizontal 100% glow vertical 100% and a tint and they were in a family effect

    It is a cool effect indeed!

    spawning 2 objects every 0.010 is very demanding I would say. It is almost similar to Every Tick. That's equal to 200 objects per second!!

    If you want to use the same effect, you will have to reduce the number of objects by increasing the time. So instead of 0.01, try using 0.1 or more.

    You can also use object pooling:

    1- during game loading, generate 1000 objects.

    2- when you need to run the effect, instead of "creating" objects, you can reuse the already created objects from step 1.

    3- every 0.01 second, pick a random object from step 1, and place it behind the player and enable the effect.

    4- when the effect is over, hide the objects (e.g. move them away to -1000,-1000 or something).

    Notice that this solution creates objects only once (when loading), instead of every 0.01 second.

    The reason why this is faster is because "Creating" an object is much more performance demanding than "Moving" and object. So moving 200 objects every 0.01 second is much faster than creating 200 objects every 0.01.

  • Hello,

    I have a keystore.jks from Construct for my game. I am trying to use the JDK keytool to generate a .PEM certificate, but the tool refuses the keystore and shows this error:

    "keytool error: java.io.IOException: Invalid keystore format"

    According to this answer, I need the correct JDK tool.

    What is the JDK version and provider that Construct used, so I can use the same one?

    Is there an easier method?

    Thank you!

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Delphawi

Member since 3 Dec, 2013

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