Aphrodite's Forum Posts

  • I could be wrong but on load, age_minute, at the moment of the loading itself, could be the same as age_minutes_atsave, since the save function will save all global variables too.

    Maybe checking the value of these two variables in the debugger, to see if the problems comes from that.

  • Thanks for your awnser, that makes more sense now ^^

  • lucid : I was wondering something, Since the Spriter plugin imports every part as a different sprite, rather than the same, it does not take benefit of C2's spritesheeting (and since if one of them is present, the others are too, it seems kind of weird to me).

    Was there a reason behind that, or is it just the way it is?

  • I've got a global reset for when the played falls of the screen but I also have a currency and a shop but my problem is that it keeps resetting the money variable

    What I personnally do:

    I use a dictionnary to store the data that should not be reset by this action, reset every variable, then restore that value

  • One last suggestion I can make regarding physics:

    change the Precision of the physic simulation using the action "Set stepping iterations" for one of the object (will apply to every object using the physics behavior), a lower value is faster

    Also if slowing down is the issue, maybe you can also change the stepping mode with the "Set stepping mode" action, which will also apply to all of them.

    https://www.scirra.com/manual/98/physics

  • Bump :>

    I am not sure at 100%, but maybe the browser condition "is online" could help you with that

  • sorry. i figure it out...i had a separate event screwing up the event about the % and my textbox was showing fake info thanks a lot to both of you guys...

    i feel silly now.

    Mistake happens to everyone^^

    For the future you might want to try to use the debugger to check the true value of the variable, to see if it is correct

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  • I wonder, if you go directly to the second layout, does the performance is the same?

    Since I think without WebGL the memory management of ejecta can only load textures when needed, but not release them.(even though I do not think it is the actual problem, still could explain that maybe)

    Collisions can be avoided if some objects aren t on screen maybe, and also maybe the AI of your ennmies can be disabled for offscreen ennemies (depends totally on the game, I cannot say for sure it will be good for your game)

  • Also, did you try exporting the project to test it on mobile?

    I know the debugger adds an overhead to performances, and previewing isn't as good as exported version.

  • In preview, C2 loads (normally) the last displayed layout in the editor (I think a keyboard shortcut can force the designed first layout to be used, was it Shift + clicking the preview button?), if a layout is currently displayed, it will preview it, also sometimes C2 choose a random layout to preview if an event sheet is displayed it seems, not sure why.

  • I'm using tiles from the Open Bundle, which someone AWESOMELY linked me to earlier, and...

    I will give an example. Each tile from the tile folder from the Platformer Pack is 70x70. Is there a way I can turn the entire folder into a tilemap, or at least force a grid to be 70x70 in Paint.net or GraphicsGale or something, so that I can import it easier?

    It may sound very dumb but I use C2 itself to assemble them, I'll explain:

    1/Create a new project, set the layer transparency to Yes, and insert the browser object

    2/drag n drop all the tiles in C2 at once, it'll be one unique sprite, put it outside the visible part of the layout

    3/create 1 variable global: TilePerRow (which is the number of tile you want on one row at most)

    4/Set the window size to the size of the tilemap you want at the end, and set the fullscreen in browser to Off

    5/add an event on start of layout> Repeat Sprite.AnimationFrameCount ;

    system >Create object Sprite at position

    X:(Sprite.width*(loopindex%TilePerRow) + Sprite.width/2)

    Y:(Sprite.height*int(loopindex/TilePerRow) + Sprite.height/2)

    Sprite: Set frame to loopindex

    System>snapshot canvas

    and another event: On canvas snapshot: Browser, invoke download SnapshotCanvas , name it "Tilemap.png"

    Preview, and wait for it to be downloaded, congratulations, you have sucessfully managed to do it, the tilemap is normally in you download folder.

    Should work easily

  • There you go. Please take a look.

    I've seen around here that collisions do take a lot of processing. But in this case I don't see any other way.

    Unless I missed something, You have a lot of events (60 to 75, all the token collision group in fact) that checks for collisions for no apparent reason, which will of course be an issue for performances.The physic behaviors already do it's own collisions checks by itself without you needing to do anything, so doing other collision checks on top of that is not needed.

    Also maybe switching to Box2d asm.js can help, but not 100% sure about that.

  • I think some people also like Inno setup for creating installers,

    at the end the toolbox will depend on a lot of factors, liek price, and functionnalities.

    http://alternativeto.net/ is a website I check sometimes to see if there are alternative to some software for soem usage, not perfectly accurate but sometimes it helps

  • I am in the planning stages of an adventure game that I'm hoping to create for non-mobile devices... My thought is everyone I know has two monitors and I love games that can use both monitors. I want the game on one screen and a mini-map and/or character stat/inventory sheet to be able to use the secondary Extended desktop space if its available.

    Before I get started I am wondering if its even possible to run two full screen layouts on different monitors from the same project?

    From the same project I do not think, but maybe using two browser tabs, one on a screen, the other on the other screen, and using the webstorage to have different values exchanged between them could work, I cannot guaranty it though

  • I think did beta testing for someone before, maybe you could ask him some advices on that.

    Also it is a rather hard question to awnser, at the end maybe something like:

    Does it take long to load in your opinion?

    Does controls respond well?

    Were there some parts unbalanced in your opinion (like too easy or too hard for a certain point of the game)?

    Would you play it again?

    Do you think menus are easy enough to navigate?

    Did anything that you would not expect happened in the game (not story wise)?

    Or something line this