Aphrodite's Forum Posts

  • I'm importing a wav sound file. It converts successfully to ogg and m4a but the wav itself isn't inserted into my project. Do I need to change something.. or do I not need the wav file itself?

    The wav file is not needed for the game to work, and I think C2 is not keeping them inside anymore (before it did), do not worry, as long as you have both the ogg and the m4a, you should cover all platforms that C2 supports.

  • is the 2.7 GB the memory said at the bottom by C2? if so, remember this represents the layouts where, from the lyout view perspective, have the most memory usage, so if you have a dump layout where you put everything, that will say a very high value I guess.

    Animations with 50+ frames, I wonder, are they nessecary, if you can get by with reducing them, it can help.

    also

    "optimize your pictures - 2^n x 2^n for your sprites."

    well no, it is (2^n -2) as C2 will add 1 pixel all around each frame. but you can check if you used the crop option of the image editor for your assets (since you have quite a lot, it may make a big difference). also not using high quality downscaling but medium (you did not mention it, so I guess it is to medium, which is the default).

    could we see one of the 2048x2048 spritesheet to have a better feeling of "can this be striped down with some other techniques" (like if you have 50 frames to represent a spinning ball around a ship, it will be better to make a separate ball, that will be spinning around the ship via events).

  • I do not have C2 rigt now, but lets try.

    first, if needed, you disable your list with the set enable action(as there is no choices until the text file is loaded)

    Then you request the file with an ajax request, I will assume the file is in this format:

    Item1|item2|item3|item4

    when the request is completed, you have access to the content of the text file with AJAX.LastData, so:

    conditions

    On Ajax Request completed

    system>repeat tokencount(AJAX.LastData, "|") times

    actions

    List>Add Item tokenAt(Ajax.LastData, loopindex, "|")

    then you enable the control, that should work.

  • I'll suggest to take a look on the Ajax object (which let's you retrieve a project file, which can be your List.txt), and the tokenat system expression to retrieve each elements of the list, separated by a specific character.

  • TiAm

    That is good info.

    The point I was trying to make however was that padding is being done in the sprite sheets.

    The images in my game are not power of two and they have padding added to them since I am using high quality downscaling.

    I do not know if this padding ever actually ends up in the video cards memory or not... is the entire sprite sheet loaded or are the individual images cut back out at run time and put into the video memory?

    AFAIK, the spritesheets are loaded in memory (that is the whole point, they take less space in memory because of being loaded together like that as the adding to the next power of two will be done to the ensemble of them), with high quality downscaling however, they will take more space in the spritesheets and so more memory (which is why you should not use it unless specific graphical issues, tiam link talks about that I think), as basically it negates the point of using spritesheets (maybe not on the download size aspect, but in memory, it negates it completely).

  • I... completely forgot about that, I should be more careful sometimes.

  • I think you have to use your redeem code on the store ( https://www.scirra.com/store/redeem ) then you will be able to download a txt file (c2license.txt I think), put it in the C2 folder, and you should be good to go

    (if it does not detect it, I think you can select it via the about C2 window).

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  • we will call the number Quantity

    to display quantity as millions, we can do:

    set text to: int(Quantity/(10^6)) &" Millions"

    if quantity is 39 673 829 , it will display as 39 Millions

  • https://www.scirra.com/manual/175/google-play

    "Extra steps for Cordova/PhoneGap Build

    Google Play Game Services are designed to work in a web browser, but it's possible to also configure it to work in a web view, such as when building a mobile app with PhoneGap Build. To set it up for Cordova you'll also need to:

    Fill in the Client secret property with the value from the Google Play Developer Console.

    Add http://localhost as one of the redirect URIs in the API console.

    Remove any uses of On auto-sign in failed. It never triggers in this mode, so you will need to rely on having manual sign-in instead."

    "Compatibility

    Unfortunately at this time Google Play Game Services only work from a web browser. It does not currently work from Crosswalk or any non-browser wrappers like CocoonJS or Ejecta. However it should still work on mobile browsers such as Chrome for Android."

    Due to the recent "one cordova exporter" thing, I would guess that crosswalk would be compatible with it the same way cordova and phonegap build are, if that is not the case however, it would be nice to add a little precision in the extra steps for cordova builds to say "crosswalk does not rely on the device webview to work, so unfortunatelly that feature cannot be used" (or whatever explanation it is in reality).

  • for html5 (and cordova based exports), this may be of help: https://www.scirra.com/manual/175/google-play

    I did not tested though.

  • I kind of like this idea, reminds me of the fact you can choose your menus borders in pokémon.

    could help having multiple atmosphères for dialog boxes as well (a cutie water character would have cute bubbles around, where an hellish fire boss of deadly doom of lethality would have something else.)

  • well, in memory, the image is not compressed (so no compressing format will save you), in memory, I think they take (Width*Height*4) Bytes upped to the just above power of two

    if width is 50, height is 100, you should have 50*100*4=20 000 Bytes = 20 kB (1 kB is 1 000 B, however some prefer talking in kiB where 1kiB = 1024 B, some computer OS and some people do not respect the norm and say 1kB=1024B, but I will respect the norm).

    the just above power of two of 20 000 B is=32 768 B = 32.768 kB = 32kiB

    Can someone confirm that?

  • https://www.scirra.com/store/licensing#license2 the current conditions are here

    " Startups are permitted to use Personal Edition Licenses in their business. For every employee that requires to work with Construct 2, a Personal Edition License must be issued to them. Only this employee is permitted to make use of the license."

    and for business licenses

    "Business purchasing these licenses can either:

    Issue the license to a named employee. This employee is permitted to install and use the license on any machine for activities relating to the Business who purchased the license. No one else in the business is permitted to make use of this license in any capacity.

    To a single machine. The license may be installed on a maximum of one machine at any one time, for use by only one concurrent user."

    not sure personnal licenses linked to as single machine still exists. (they did exist for not-for-profit organisations before according to https://www.scirra.com/tutorials/57/how ... enses-work ), in any case, drop a mail at scirra to be sure in case of issues understanding.

  • C2 only uses collisions polygons if the bounding boxes are overllaping already (the bounding box is the smallest non rotated rectangle that the object can fit in, if the object is rotated, the bounding box does not rotate), this is part of the reason why you cannot set a collision polygon outside if the object.

    however polygons checks, when used, can be really time consuming but I would recommand: use a simple shape that just correspond to your object well. I do not think that, unless you have a very large number of poly checks in the debugger, changing the'polygons would help.

    also, for all the behaviors that use collisions, and on your events (under some conditions), collision cells are used: on a big environnement, they just makes objects completely ignore collisions as, well, there will not be collisions between them anyway.

    If you have perf. problems, try to see where that problem is comming from, if it is the collisions, then maybe you just need to check less collisions, accordingly to the design of your game.

  • Yes That me if i have large layer with 100 object living with bullet That i hâve pour the same layer and enable the cell render?

    I guess you are asking if, if you have 100 object with bullets, the render cell is worth ut, well, it seems that it may not be worth it in that case as this feature saves up time for non moving objects (if you have a huge mostly static scenery, it is worth it, however, due to the fact it is more a micro optimisation applied to a lot of objects, the performance gain can be lower than the cost, and moving objects should avoid that as in their case, it is a loss: checking if they need to change their cells cost much than not using them)

    also keep in mind that this option was introduced especially for gales with large environnements composed of a multitude of single non changing instances that do not move (movement related to the layer they are on).

    however, since you can turn it on and off in entire layers, you may be able to just test it out and see if that works well or not in your case.