warville's Recent Forum Activity

  • hey , i have built my own in-app keyboard because i hade a problem with the standard keyboard resizing my app and i don't want that to happen, besides it looks better with a own themed keyboard that fits the app theme.

    so my problem is : i want to prevent the default keyboard from showing when the textbox is in focus i can do that by

    changing the text box to Read-only that works, but that doesn't allow the user to copy, past , set the caret to a specifique position to add or delete a word.

    is there any solution to my problem ?

  • i didn't really understand : i hade many ideas :

    if you want to use the arrow as control button : just put it in a different layer and in the layer proprities set the parallax to 0,0 .

    if you want the arrow to follow the play , add Pin behavior to the button and in start of layout pin it to the player

  • first 50000 or 5000 is big , you are working on autorunner you don't need that layout size , and 140 object is too muc , read the tips below there is some tips that you might not finde in the performance tutorial :

    • manually make your collision polygons and reduce the points if possible.
    • don't make very big objects , i know when you are a begginer you just drop 2000x1000 image to be a backdround

    just split it for example the background for the sky used a tiled background using small 32x32 single color image.

    and the backgrounds element as sprites for examples the trees and clouds and moutains each one of them in a sprite , that would be usefull to make parallax too to make the game looks nice.

    • reduce the loops and timed events as much as you can , when you know the score will change only when action happens for example player passes an obstacle , there is no need to make everytick set text....that uses a lot of the devices resources with no need.
    • if you need an object with 64*64 size don't make 256*256 then scale it down in the editor thats not helpful to save the platform resources.
    • try not to make more than 20 sprites in a single layout. if you need something to be used in another layout don't make another oobject just use that one, to minimise the number of used assets and the app size and the loading time.
    • don't use text object use sprite-font instead.
    • some proprities are helpful , like pixel rounding , enabling opengl , not clearing background, fullscreen scaling.
    • try not to make more than 100 event in eventsheet.
    • there are some very helpful features in C2 like importing eventsheet into other layout. and making groupes and functions when you don't need some event tests to happen yet just put them in a inactive groupe and activate them when needed the same for function when you need some some actions to happen in my conditions just put them in a fonction and call it when you need it.
    • use as less physic as you can you know it need a lot of mathematic calculations.

    and finally in export process don't forget to compress Png even brute compression isn't bad C2 suggests normal compression because it takes less times i didn't have problems with brute compression. and don't export to phonegap it kills the game performance.

    when you make project be sure to do all the above and i'm sure it's going to be fine.

    ohh i mostly forgot , don't forget to destroy objects outside of layout or when it not needed anymore. some people spawn a lot of objects like in autorunner the obstacles will randomly generated and keep moving until they leave the layout view. it's not helpful at all t have 100 ojects keep moving to the infinity , and the apps makes the calculations for them while you don't need them anymore.

    i hope this helpful , i'm sure you have read the performance tips in the tutorial but i have mentoned other things that might be very helpfull too.

  • i didn't really understand your question !! you are making jump animation using frames rather than platform ?

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  • well you can just reduce the polygones to the minimum, but leave it active , making disable collision actions, might use resources more than leaving it enabled.

  • it's just easy , disable default keys , and make keyboard events , onkey is down -> similate control and do the action you want.

  • hey, i already found a solution to my problem , the idea is complex but the code is very minimised and short , you wont beleive how easy it was. the goal of my request was , i have many instance of the same sprite each one will be showing a different animation , whene i press i butoon i want them all to show a specifique other animation for each sprite ,

    thank you guys ^^

  • Add a browser plugin, you can get the project name from it

  • Closing as not a bug

    I'm sorry , i didn't know where to post this , but i already reposted it in the gneral section.

  • yes , it could be done with 200 event at lest since this way i must make a unique action for each sprite 100 for value tests and 100 for changing the animations . if i make it with events , this will become a project for itself it can't be included in nother project.

  • Problem Description

    my problem can have many solution, i'm not C2 js sdk developer or i would make the changes myself.

    i want to pick the sprite animation name using index and not only the current animation name. or let us at least set animation with index or let us name the animation frame with text and get the animation name in a given index.

    Expected Result

    get animation name at a given index.

  • This should be in the , with a [Feature Request] tag, so people can discuss your idea and the developers might pay it attention depending on feedback.

    oh okay thanks i didn't know where to publish this thread

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warville

Member since 28 Feb, 2014

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