igortyhon's Recent Forum Activity

  • Hi. Record the time when you activated the bonus in local storage. After loading, check the saved time and the current time. If more than 3 hours have passed, activate the bonus.

    Fraud is a little more complicated; you will need to take the time from some server on the Internet. But I wouldn't waste my energy on it if it doesn't ruin the game for other players.

  • I tried using the Sprite plugin’s “Load image from URL” action.

    I created one sprite, then made multiple copies of it, and tried to load a different image URL into each sprite instance.

    However, all instances show the same image, even though I used different URLs for each one.

    It seems the sprite object shares the same texture between all instances, so loading a new image replaces it for every instance.

    That makes sense.

    If you just had a sprite, it would always be the same image no matter where you created it.

    If you want to load many different images into one sprite and want them to be saved, you first need to add a new animation or frame to this sprite using an action. Then you need to load the images there. And when you spawn the sprite, you need to select a frame or animation.

    In your plugin, you did this via ID, but here you do it via frame number or animation name.

  • ...

    Unfortunately, it doesn’t support SDK v2, so I can’t update my project or move to the latest Construct version.

    ...

    That's strange. I was able to create a project and test your plugin in the latest stable version of Construct 3 (r449-2). So you should be able to update to the latest version.

    By the way, if you have a problem with the plugin, I've posted an example of how to do it without it. It's not as convenient, but it's possible.

    github.com/igortyhon/c3example-SpriteFromURL-SaveLocalStorage

  • All of this can be done without external plugins. Although it's not very convenient.

    If loading external resources becomes more convenient, I will be very happy.

    Please provide the name or link to your plugin. I want to see what features it has.

  • Thank you igortyhon.

    that's exactly what I was looking for. But I can't figure out how it works. the sprite skeletton goes translucent on your project but when I do the same on mine, it is visible on source atop blend configuration. I've c/c the skeleton sprite, that still visible on my project. why does that happen?

    Check out the blending modes in the sprite or layer.

    Actually, the construct has many such modes, you can also look at this example.

    editor.construct.net

    I don't use it often, so I have this cheat sheet.

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  • This is just a reminder; it does not affect the promotion of the game in the store in any way.

  • Can you not design your layouts with the right initial objects placed? Then both layout-by-layout memory loading, and spritesheet generation, should work better.

    I showed these three objects in the screenshot, and they are located on separate layouts. And they are still grouped into one sprite sheet.

    And when I create Boss20 somewhere on the level, Boss40 and Tree are loaded into memory.

  • Construct attempts to group images based on their usage on layouts in your project (similar to the way layout-by-layout image loading works as described in memory usage. Have you designed your project this way? Or do you rely on a lot of dynamic loading, in which case Construct won't be able to know which images go together?

    ..

    Yes, everything is stored in the “repository” sheet, and when I start the level, I create everything dynamically.

    In the screenshot above, you can see that there is a sprite sheet with three objects, and every time one of them is created on the level, the engine has to load two extra objects into memory. Isn't this a waste of memory?

    I'm not asking for an immediate fix. However, I believe your team is smart, and when you consider this challenge, you might come up with a great solution down the line.

  • Hello, engine developers and users who are interested in this topic. I think this is especially relevant for mobile developers.

    Question for developers Ashley and Tom: our engine is constantly growing and filling up with various interesting and useful tools.

    It would be nice to fix this mess in the sprite sheets. Currently, sprite sheets are compiled automatically and quite densely. We can even choose their size (512, 1024, 2048). But this compilation is often illogical and leads to unnecessary memory consumption at the level.

    In the screenshot, I have given an example of a sprite sheet with only three images, and they will never be used on the same level but are always loaded together.

    It is high time to do something about this, perhaps adding a tag to the sprite to which it belongs to a separate scene. Or maybe you have another solution.

  • When i check on admob, they ask me to "validate my game" and insert an "fichier app-ads.txt" into it.

    Everything works.

    The file (app-ads.txt) must be placed on your website.

  • Yeah, but +55% CPU usage - it makes no sense! And if I move the "is visible" condition inside the loop, the difference is only 3%

    dop2000 I think our colleague Je Fawk found a bug. In fact, with these tasks, a load of 5-10% is normal, because it only involves checking two parameters in a total of 3,000 objects. This is an easy task for JS, and all this load is mainly overhead and rendering costs.

    For such a task, a load of 60% is something abnormal.