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  • charname is a global variable i created. That uses a string to store the character name.

    You can use an instance variable instead if you like. Just make sure you set it to string. But global variable is better since it can be remembered across layouts.

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  • I would agree with above. It depends on what you're doing and how heavily you rely on certain plugins.

    Some plugins have have not been ported to C3 so could cause issues, and I think this might be the biggest hurdle.

    Besides from that C3 runs well, and is pretty stable at the moment.

    Targeting steam I can't comment on since I'm mostly targeting mobile.

  • Updated it a little bit... works better.

  • + (no conditions)

    -> TextInput: Set text to left(TextInput.Text, 6)

    -> System: Set charname to TextInput.Text

    -> Text: Set text to charname

    Something like this should work.

  • I'm not sure I understood correctly but you can use the system expression len to get how many characters.

    len(text)

    Return the number of characters in text.

    you can also use this in a condition to limit the amount of characters you can enter.

  • I think the best way to do this is to do a red copy of the sprite and place on top, then control the opacity of that sprite. At least it's more lightweight and CPU friendly than using effects and blend modes.

  • I'm also doing a racer at the moment and I know this is a tricky one. But I guess there's several ways to do it.

    You could use checkpoints placed around the map, and checking the distances to the checkpoints.

    this thread has some info.

    For my own game I'm checking if something is infront or behind each car by comparing angles of the car, and the track, if something passes them on either side positions are updated. Still working on it as it has some bugs, but it's more accurate.

  • Updated the project a little bit, and removed all the junk, and added a blur effect on the trail. Pretty lightweight nice looking trails and streaks following your object. The regular particle emitter can't place the streaks at an even distance so had to make my own

    Here's a link to the c3p file.

    https://www.dropbox.com/s/ks7cnrv5thu58kf/streakstest2.c3p?dl=0

    And Here's a Demo

    http://tunepunk.com/share/streaks/

    EDIT: I was aiming to use a more accurate way by using the actual distance travelled using R0j0's math, but that was too complex calculations for me, and I couldn't get an even flow of spawns. So... This will do fine.

  • Now that C3 runs in edge (Fall creators update) it would be nice to see a future UWP app for C3. I noticed that there is a few "browsers" in the Windows Store, but basically they are just a webview or skinned edge engine, (UCBrowser UWP is one example of a skinned edge browser, that also runs C3 well after fall creators update.) so why not have C3 in the windows store as well? Just load it in an "edge webview" without search bars, and put it on windows store.

    Why scirra should consider?

    + Exposure. Everyone running win10 has access to windows store, and a nice chance to get featured.

    + More sales revenue from the increased exposure.

    + More sales -> More money to hire staff to add more features to C3 faster.

    + For users: Easy access to the app, instead of having to go to editor.construct.net

    + More users -> Larger community. <3

    Maybe this is a good option for the planned C3 standalone version? I would say better because of the reasons above, instead of having a downloadable on site.

  • Some things I always do for mobile.

    Groups

    Using groups and closing them when not needed. In case you have a lot of events constantly checking for conditions you can often close whole group of events when they are not needed. Events in these groups don't run at all when closed.

    Functions

    Functions don't run and don't use CPU time unless they are called, so limiting your the amount of top level events can reduce CPU usage a lot. For example.

    Every X seconds.

    A lot of things don't need to be checked and run and updated every tick. (about 60 times per second). You can easily cut CPU time by using every X seconds instead in many cases.

    Is on screen

    If you have big layouts this can be very useful in some cases.

    Pick nearest

    If you're checking distances and collisions etc. this condition can be extremely powerful. If you want to detect if something is within range or is colliding, you only need to check the closest instance. Not every sprite of the same kind in the layout, so this can save you a LOT of cpu time, by limiting the checks to only the closest one. (Works great for pickups, powerups, collision detection etc)

  • If you already have a host or server you can you FTPbox. Works similar like dropbox, but using your own server. Placing stuff in the folders syncs automatically to your FTP, so you can run your games directly from there. Pretty easy to set up as well.

    Only wish C3 could export directly to FTP, instead of having to download a zip, extract and move in to there.

  • Managed to solve exactly what I was aiming to do without complex math and adjustments. Object now spawning trail with uniform distance between the dots.

    and here is c3p if anyone finds it useful.

    https://www.dropbox.com/s/ks7cnrv5thu58kf/streakstest2.c3p?dl=0

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tunepunk

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