GeorgeZaharia's Recent Forum Activity

  • Rable

    Name for the effect "Tint"

    Parameter index 0

    Paramater value rgb(255,70,59) needs to be inputed as : 2557059

    Atleast thats how it works on my side in the latest version beta.

    Id use Ashleys syntax though, since is how is meant to be used.

  • Shambrook

    some sort of a dash example is not perfect, but might give you and idea on how to use other behaviors and stuff to create the effect, not sure now if you wanted a dash straight or double jump type.

    but it works same either way, you just need to give it the right Axis (Y or X)

    If your using the bullet behavior, and has a angle set, the moment you mirror the object, if you apply 700 to the speed should work both ways since the bullet behavior only pushes the object towards its current angle.For bullet behavior you don't have to negate the speed, just mirror or un-mirror the object while keeping the same +700 speed on both conditions you have and should work.

  • How can i import audio???

    right click the sound and music folder in project structure and import files, once conversion is done u click import and would be ready to use.

    construct.net/make-games/manuals/construct-3/interface/dialogs/import-audio

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  • hi

    i am new here ,came from game maker studio.

    i hope you can help me with something (i am sure it's super noob and silly).

    i accidentally made my ui smaller and i can't find the way to make it default again.

    i tried to default it from settings but it didn't work and i can't find the answer in the manual.

    btw : great program! i am totally pleased with the easy way of doing things in here.

    have you tried resetting the browser zoom level? there is a thing (not sure if is a glitch or just miss using) happening when you are not focused in the editor but on the browser itself, and you use ctrl+wheel it zooms in/out the entire browser causing the editor to look small or big, however if you focus on the editor the event sheet text gets larger or smaller using the same command.

  • dop2000

    You are doing it wrong.. There is no point in checking cpuutilization one million times inside of the loop, because the loop is done in one tick (however long).

    The point of fetching the cpu util during each loop was to get the highest main thread across the entire loop run, without waiting for the above condition to finish. And the whole point of 1 million times check was cause you suggested such a test. lol...

    Anyway .... good debate though we learned a lot didn't we?!

  • dop2000 I agree with what you are saying, but have you actually tried running random() and choose() a million times and comparing them? I have tried it just now on my very low-end android phone (which probably costs about $20 now).

    1,000,000 calculations of round(random(17)) take about 5 seconds.

    1,000,000 calculations of choose(1,2,3...,17) take about 6 seconds.

    I really doubt that igalencar needs to spawn one million explosions at once, and even if he was, the difference in performance of these two math functions would be the least of his worries.

    90% agree on that (since my entire point was about optimization), for sake of argument, im not going to write 100 pages of how C3 calculates things, and what to take in consideration convince yourself

    Here is the 1000.000 loop example , you will also say that the 20% -80% difference in cpu usage has no effect when comes to 14 animations, and i have a argument against that also(which is based on how C3 calculates things, as any html5 engine, however it should not freeze your computer at 14 animations, but would significantly increase your cpu usage causing more load for a spike of a moment added to other cpu utilization ur app does in same time, that might cause ur game to freeze.), but im going to wait for your reply not anticipate it.

    He asked why his animation freezes, and all i said is depends on multiple variations basically but a bit more specific. One of the reason being the way he coded the logic to pick that animation, 2nd being the compression the images he uses have, 3rd being depending on the device, 4th various input add here.

    You still didn't said if the problem was solved or not??? igalencar Also if the problem persists, a screen shot of that call and before and after wait calls or every 2 seconds stuff, will help a lot to identify the problem.

  • dop2000 There is practically no difference in performance between using floor(random(17)) or choose(1,2,3...17).

    You can try them in "Repeat 1000000 times" loop and you'll see that both expression take the same (very little) time to compute.

    the idea of optimizing was mostly meant for mobiles, while on computers you wont see any difference, when it comes to mobiles, you will see there is a big difference in performance especially when you load heavy assets, and have a non-optimize code of logic. Think on mobiles as a 10% of ur computer power. while there are mobile phones that can beat a Pentium 2 or even some low end today's laptops on memory their power is not stable is just fluctuating. So having a clean code would help a lot. As you said, pc performance difference of code from floor to choose is not noticeable, and agree on that, but i think is a difference on mobile, atleast from my past experience (last 4 years). Also keep in mind not everybody has a workstation to build their games on like me and you, their probably running on some normal computer build of <300$. And not everybody has the latest iphone or samsung.

  • Hello everyone.. in my space game i have a obkect that is a explosion animation .. int that object i have 17 diferent animations with about 40 frames each.

    So when i spawn it i do a floor(random(17)) to create a variation of the explosion.

    But when it does the game freezes for a bit.

    Is there a option to preload all animations?

    There are three reasons it might freeze,

    1) Not enough rendering power on your device in which case you want to optimize the frames and lower the quality of them and adjust frame size based on your game design screen ratio. One mistake most people do when they create a game, is forget to optimize their assets, which saves a lot of memory usage, for images i always use services like tinypng, which compresses the images by 80% or more in some cases, for example from a batch of 20 files at 50mb i get back 2/3mb size batch file. Which is insane, and in the same time very important for game memory usage, your game runs faster, higher fps etc.

    2) The 2nd reason it might freeze, is that your load animation event the floor(random(17)) trigger to pick the animation, might run in a loop. Make sure it triggers only once when the bomb explodes, or car explodes or whatever it is. Instead of floor(random(17)) i would use choose(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) its less computation power for the runtime to calculate, in choose(123...) the runtime picks one item from list 1 time, in floor(random(17)) the runtime has to pick a random number including fractions like 1.111111 ,2.3543677 and then discard the decimal to make it a round fixed number.

    3) I mentioned above resizing your images based on your game design screen ration, for example if you have a game that is running on a 864x480 layout, and your animation is like 32x32px then that should be the frame inside the animation, if you have frames that are 256 x256 and you use C2 to resize them down to 32px that might also cause your freeze, because when the animation loads Construct has to resize all frames in that animation in 1-10 ticks to 32px.

  • Artpunk

    Was this ever addressed? Is it still the case that you can't specify which ad type to show?

    You where able to choose what ads you would show, from beginning.

    However that reply was referring to a dropdown selection that would load 1 advert code reference at a time and then choosing if you want to show a video or static advert. Which is practical impossible since there are 2 different advert objects created when you are setting the Facebook ads, one is for video, the other is for normal adverts, with two different code reference, so you can't call "for example 1 sprite and then call a video plugin using the same code". But you can call them both separated by loading each one of them before are needed then show the advert.

    Is a bit more coding to do in the game, but i think is not that big of a deal.

    I don't think will ever be addressed, since works as is.

  • those kindle fire have other browser then silk browser? if the answer is yes. then probably majority of people are using Chrome even on Kindle Fire, in this case i wouldn't worry about it.

    However if is must be done, then try exporting your game/app/website with a fullscreen mode Outer Scale. that way your game will fill the container its in. ! Important notice, the objects inside ur website at that point will be a bit larger and their position will be looking like is not where it should be thats because you have to adjust them based on the new fullscreen mode, or create a div that fits the entire website but restricts the construct app to sit at a surtain screen ratio.

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  • Do you still need it guys? I'm working on it.

    Yeap C2 would benefit from it for sure. I have both C2 and C3 but definitely would be useful for those that still want to use C2 or are using C2.

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GeorgeZaharia

Member since 30 Jun, 2014

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