Aphrodite's Forum Posts

  • you can change the loading logo in the project, or make a loader layout https://www.scirra.com/tutorials/318/ho ... ng-screens

  • I know mobile can either disable 3g/4g completely to avoid costs, also, did the On error trigger?

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  • I think the only vanilla C2 solution is to spawn the specific object directly (not through the family), however the nickname plugin can spawn an object by name

  • Just my 2 cents, C2 is an engine, chosing an engine/language/platform/etc is part of thz job I think, however, popularity of said engine should not come into play, except for support(a large community wih helpful member will help more easily than a little community in general), what the engine does, how it does it, all comes into play, in general it is not a matter of "did C2 did somehing great", but more "does C2suits me and my plans?".

    C2 is an html5 engine (html5 being multiplatform and more and more performant as time passes, that also has the advantage of not being an executable file), however it is not as powerful as native (when performances is a real concern, that comes into play), wrappers are not to enter into consideration as a part of C2, they are more a part of html5 (and they become more and more useless technically speaking as time passes, being more a psychological executable file, since html5 is not yet a good market except for publishing, and even then, it is more driven by profit and insane requirement more than something viable long term wise).

  • Indeed if you do not use the multiplayer object, you can still communicate with an external server (ajax request could be used for some turn based games maybe? Not sure this is an ideal solution though)

  • Also, there are expressions in C2 telling how much of it is downloaded (loadingprogress I think is the correct name). Which can let you normally do a "updating the game, please wait..." screen.

  • I know I am late in the party, but The install of C2 (and I think C2 itself) is portable, which means I think it can be transferred in such a way.

    Also the free version of C2 combined with a license file (which will be given upon purchase, and can be downloaded afterwards when needed on the scirra store) is what makes the personnal or business version of C2, and I think the license file can be copied over to an usb too (just make sure nobody other than you is using it though). So you should not have problem transporting the paid version with you as long as you have both the free version and the license file.

  • There are no versions of nide webkit for 64-bit systems yet (64-bit chrome was released recently), however I did not experience what you are describing (win32 exported works on my win7 computer)

  • Nice to hear ^-^

    I do not have an iphone with me (And I do not know anyone with an iphone 3gs or 4), but this is a good news.

    And what you did is actually pretty much the good way to do it: make it so the device has less rendering and computing work to do while keeping the gameplay intact.

    I will try to see if I can test it somehow.

  • Framerate independancy in C2 is not as correct as you describe it. Basically you are still limited by the dt value (non trigger events are checked every tick, the every 0.001s can only be checked every ticks, aka every dt seconds) the closest you can get to have a framerate independant is to increase by an amount of dt every tick, that will still only increase it every ticks only, but of the good value.

    PS: so you have two limitations: the game can be framerate independant as long as you do not try to have times shorter than dt, and as long as the fps value is superior to 10.

  • I think the multiplayer object do not work on any browser or wrapper on iOS, I could be wrong though.

  • I do not think writing default values would be good... and that would be a breaking change.

    Also, that implies that C2 does something to an object when no instances are picked, which I think would be pretty hard to implement correctly, since that goes against the basic way C2 actually works, nobody wants actions to occur to all newly created objects if none are picked or exists I think, they would rather skip that.

    The on created event exists for this purpose already. As well as the .count value.

    Fimbul

  • I do not see exactly the problem, of course you cannot reference a non yet existing instance (could you get me a kfvoenxlexkov at the coffee?... a what?)

    However if you can reference values out of it, this is something I would consider as a bug.

  • IntelRobert are there any plans to do offline crosswalk projects (compilation on the cloud is fine as long as the service is accesible and an internet connection is at your disposal but not otherwise, I think this is not that great for some people)

  • this may be of interest for you, it is not using the same plugin however.