tunepunk's Recent Forum Activity

  • Looks nice! Interesting project. I like that you gonna have upgrades and such. Is there going to be any other RPG elements like stats Level up etc?

  • I've also noticed a bit longer project loading times, Not as long as you experienced, but a bit longer compared to C2. I think that's mainly because I keep my projects on dropbox so It seems to first download the project every time i open them. If you have really bad connection maybe this can take a long time?

    For preview I didn't really notice anything strange, it's fast.

    10-15 minutes seems very strange though. Do you have a lot of chrome extensions activated?

    Did you try running construct 3 in an incognito window to see if it's faster?

    i'm Using a Surface Pro 4, i5, 8GB Ram

    Chrome 58

    What is the specs of your machine?

  • Not really yet, for my main project. Just waiting for a plugin to be converted to c3addon, and some other small fixes, then I'm ready to go, but buying it at the end of the month as it's nice to have at work where I use Mac.

  • I think It works like this. Created or destroyed items does not really exist until the next Top level event. (Not function) I encountered the same problem before.

    It's very weird behaviour I agree. You can work around this by using a variable as well.

    -> On click

    Create object "Sprite".

    Set "Sprite" boolean variable True.

    (Next top level event)

    Bolean = True

    Do what you intended..

    Set bolean False.

    Had problem with this sorting Z-order after an object was created. Very annoying.

    https://www.scirra.com/forum/viewtopic.php?f=152&t=178366

    Here's a thread about this issue.

  • Sirvoid I doubt it unless you can figure out a way to use a texture to control mesh vertices, but the texture has to be generated some way. Maybe doable but beyond my knowledge.

  • eryson27

    Yeah I like it a lot. But that's mainly because i can do sketching, artwork, use C2, test the mobile games directly in preview, all on one device, without having to sit at a desk. I sit at a desk 8 hours per day at work, so it's nice to work on the sofa when I get back home :p

  • I think C3 has good potential to be an awesome development tool on tablet type devices. I'm using a Surface Pro 4, but even if C3 runs well on it, it's not yet optimized for use with touch/stylus, so even if it runs, you're still bound to a desk with mouse and keyboard, because of some minor issues. So far these are some of the issues I have at the moment, that I hope will be resolved soon (I filed bugs for most of the touch/stylus related problems)

    * Touch & Stylus, not working well for manipulating objects and zooming/scrolling in layout.

    * Stylus has problems with interactions like double clicking etc. (Chrome/Browser issue)

    * Clicking with stylus in input boxes does not open the touch keyboard. (Works with touch though)

    I guess multiplatform support with C3 does not include tablet type devices yet. Some if the issues are browser specific issues, that works well in Edge, but does not work in chrome. So for now don't plan on making games on a tablet, unless you have a keyboard and mouse with you

    So far I'm still using C2, until these issues are resolved. C2 works surprisingly well with touch/stylus, even though I think it was never intended or even designed to work that way.

    I hope we get more voices heard so the scirra team can invest in some tablet devices and start doing some proper design towards users who hate sitting at desks and/or bulky laptops :p

  • My main reason was mainly due to that I sometimes edit sprites after export. If they are all scrambed up in a random spritesheet it's hard for me to do any final touches. (Color corection, contrast fixes, effects etc in photoshop etc etc) I mainly do this after export on bigger spritesheets because it easier than to do it on evey single .png frame, and reimporting them to C2/C3 all over again.

  • What kind of stylus does it use?

    I use a generic type with the black squishy end(capacitance screen), and it reacts fairly well.

    Its is a bit janky for mobile, but I think that is an issue with too small buttons, too small input boxes, etc.

    It's the "real" stylus that comes with Surface Pro, not a stylus that simulates finger input. Finger input works well, just only stylus input that doesn't seem to be supported in most browsers yet.

    Only Edge and UCBrowser seems to have proper stylus support so far. I don't know if there's any override to make pointer simulate mouse input though.

  • Maybe this can help if you have enough RAM on your machine.

    I don't know if this would help but if you created an icon for C3, you can add this command line switch to the launch icon.

    --max_old_space_size 4096 (if you're using 64-bit version)

    --max_old_space_size 1024 (if you're using 32-bit version)

    60Mb doesn't sound very much, maybe you should file a bug for it as well?

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  • Finally managed to migrate my project to C3, but started to notice some hickups, especially since I usually use C3 with pen/touch input, on the Surface Pro 4. I doubt this is a C3 issue but rather no stylus support in chrome and other browsers. Most notably:

    1. Double tapping with Stylus is not recognized 90% of the time. Very frustrating. (but works with touch)

    2. Tapping with stylus in expression input fields, does not trigger onscreen keyboard to show (but works with touch)

    I'm pretty sure this is browser related issues. I also tried C3 in Chrome Canary, Opera and Vivaldi, which can run C3, but also does not support stylus. Opera does not even recognize stylus at all. I'm wondering if there is anything Ashley can do to make some workaround for this, or if I should file a bug at chrome side?

    Edge and 'UCBrowser UWP' supports pen completely and does not have stylus issues, but C3 doesn't launch in those browsers, as C3 need: CSS Grid, CSS Containment, Dialog Element.

    So far I love C3, but these two issues makes it hard for me to get any work done at all, unless I'm at a desk with mouse and keyboard, and I hate working at a desk. :p On my back in the sofa or the balcony is my dev studio office.

    Anyone else had stylus issues with C3 or know any workaround?

  • App #3 is a free circuit simulator app for classroom use built in Construct 2 with poorly targeted Admob banner ads. It has had about 200,000 downloads total between iOS and Android since its release in 2014, and has made $0.67 in ad revenue.

    That sounds very little. I guess you were using pay per click ads, and not based on impressions? getting payed per impressions is certainly the way to go, as I don't know any time whatsoever I have ever clicked on a banner, unless accidentally. Ads can work but needs to be based on impressions and be used in an app/game that people use daily/or very frequently to be profitable.

    But I don't really like CPM also. On average maybe you get 1$ per 1000 impressions, so In order for you to earn 1$ from 1 user, that one person has to see see 1000 ads. Very bad payout in my opinion. Interstitials pay a bit more, but still only maybe 2-3$ per 1000 impressions. That would mean 1 user has to view 1000 Interstitial ads for you to get a lousy 2-3$.

    If you're lucky and design a good game that people play often on a regular basis and strategically place ads that the user will see often, MAYBE you will earn a few cents per user :p

    My own personal opinion is that i really dislike ads, low payout and I don't want crappy annoying ads and banners all over the game. But maybe I'm forced to use it as it would fit my current project best... we'll see..

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tunepunk

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