corlenbelspar's Forum Posts

  • The way you can make a bar that scales to any size you make it is set its width or whatever to:

    max(Bar.fullSize * (Bar.currentValue / Bar.maxValue), 0)

    fullSize would be its 100% full size in px.

  • I don't know about this specific instance, but I know C3 can't change the icons of the NWjs runtime where even back in C2 we were told to change it with a resource hacker. Though Ashley recently made exports create an EXE that automatically does it for us. It might be something related to that.

  • Depends on what you're trying to do by "jumping between layouts" because at the very least there's probably a way to fake it that is a lot easier on the hardware.

  • Thank you for the quick response. Hopefully now I can get my PC working again to keep working on my game.

  • My video card was destroyed and I need a new one but don't know how to pick one that plays nice with WebGL.

    EDIT: I'm having to pick a lower end video card thanks to things that have severely inflated prices.

  • Is there a way I can make everything in the object properties for all objects start out collapsed?

  • I want the game's settings to allow the user to change a volume from 0% to 100%, but of course I need some kind of equation thanks to the fact dB doesn't work this way with 0 being full volume, -10 being half that volume, -20 being half that, -infinity being mute etc.

  • I managed to dig up some info after searching for about 2 hours since the search tool of this forum often isn't very useful.

    Apparently if an object has sprites on two different sheets then each time it switches between those, it requires more drawing overhead which can impact performance. So if we were working with something like modern mobile game graphics, having small spritesheets would be a terrible idea. But in the case of NES res graphics, looks like using the smallest possible setting is the way to go because I only saw a few out of 1905 different object types in my game that were spread across more than one sheet and the memory savings far outweighs the negligible performance increase.

  • Oh OK. I am doing a retro style game somewhere in between NES and SNES where the resolution is 256x224, so I would assume the best option is to set the sheet size as small as possible because the time it takes to load isn't going to matter for that but it will actually help RAM a decent amount.

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  • C3 mentions that with spritesheets larger sizes can improve performance while smaller ones will save memory. My question is what is the actual performance change related to? Does it improve performance during a layout running? Is it referring to the performance being affected only when a layout is loading all the images required when it starts? Something else?

  • Mine is where it randomly crashes saying something like "context stack reached 100 - is this right?" because it's hilarious that C3 is asking me if it messed up when I don't have access to the code at all.

    That or the preview buttons sometimes stop working for no apparent reason and I have to restart C3.

  • It sounds like you really need to hire another person or two with the scope of C3 that sounds as if it's getting beyond what any single person can realistically do.

  • I think this is a great idea taking a top ten list while purging all other ideas after 6 months, though lol what about if someone submits a suggestion one day before the 6 month period and it gets erased with no chance to be seen? I know if you make the suggestions being purged per suggestion rather than the whole list being deleted all at once that it makes the top 10 idea impossible then which I think is the best part of this whole idea.

  • Sometime like:

    *Plugin maker - with set of rules to avoid compatitibility problems. User should be able to modifie simple templates and add features to templates of official plugins. Allows users to do small changes to plugins to add some expression, condition or simple change.

    I have kinda wished for a while there was a way to edit the code of things like the platform behavior per project. Or if we could alter the plugins per project, I could just add collision tags to the jump-thru instead of having waited I think 3 years now.

  • Not really, given the nature of it.

    It has to display a total of 18 icons for weapons, each with their own bar to display ammo left for them, as well as the weapon name and other independent parts like one use items and things like exit stage, options, etc. This is only a portion of what is required for it.

    Just the 18 weapon icons with ammo bars, names, etc. is already up to 72 objects alone.