DeltaStarStudios's Forum Posts

  • What about the NW.js plugin and the Delete file option? Not sure how the picker tags work though...

    edit: NW.js actions only work in NW.js exports...

  • Was thinking specifically with an android and ios export. Requesting the file from the organization within the app would introduce an additional level of complexity and security I was hoping to avoid.

  • For instance, the user uses the File Chooser object to select a file on their device.

    What object/action could be used to then delete that file from their device?

    The idea being, a user downloads a custom file from their organization, then once the user has loaded the file into the app, the source file is deleted from their device (or the device is prompted to then confirm deletion of file) for security purposes.

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  • Hi gameasher,

    I teach video game design classes, perhaps I can help you.

    I posted a basic tutorial series on YouTube to get most people started in C3.

    Feel free to send me an email if interested in private lessons over zoom DeltaStarStudiosozb@gmail.com

    youtube.com/@deltastarstudios2809

  • When can we expect the open source stable diffusion image generator to be incorporated into the editor?

    Whichever game engine does first will see a huge bump in users!

  • Thanks Ashley

    Sounds like a server might be my best option. I hear you on the security vs obfuscation piece. Users should just encrypt their files using their encyptian method of choice before hiding them.

  • Thanks Ashley

    What I'm hearing you say is, if the method is on the user's device, it is vulnerable to discovery. If the method is on my server, and the user only sends and recieves files, it's possible to reverse engineer the method unless sufficient cryptographic techniques are taken to ensure comparing the encrypted file and the source file won't yield a solution.

    Is that right?

  • Hello All!

    I'm building an app that allows the user to hide a file within another file. My question is, if the app handles the files reading and decrypting, how safe are the internal methods from discovery?

    I have a working prototype and now am wondering if I seriously need to consider doing this with a server to ensure the method is safe. Or wondering if using the advanced minify option would sufficiently obfuscate how it works.

    Thanks!

  • Hello All,

    I've been working on a game for a client, it runs smoothly in the editor, but when I export it as an .exe, it gets very laggy.

    Project files ~250mb

    Exported project ~500mb

    Things I've tried to do:

    Reduced estimated image memory from 3,000mb to about 600mb.

    Deleted just about everything from the map

    Profiler and debugger don't seem to show anything to taxing

    Even though my layout now only has a few sprites, it still lags and stutters upon export.

    What am I doing wrong?!

    Also, is it normal for so many explorers to be created when playing the game? They don't delete when ending the game...

  • What do you mean by searching for and find?

    Are you simply trying to have an action event happen to any object that is on frame 1?

    or do you mean, when typing your autocomplete isn't pulling anything up?

  • You have a function that is constantly running?

    Interesting. Functions usually are called when needed, otherwise you are just doing a loop.

    If the function resets the questions..., then you should only call the function at the end of the round.

    If that is what you are doing, then, like suggested above, add an additional check before calling the function.

    Make a Boolean gameOver = false

    then, if gameOver = false, call your function at the end of the round to reset questions.

    Once the game is over, set your Boolean to TRUE, and the function won't be able to be called any longer.

    Does that help?

  • The obvious benefit to going through a publisher is the marketing. They do it all.

    Not speaking from experience (but my uncle was a music publisher, so, similar).

    If you built a game that would do well on a console then I'd go the publisher route. Though I have no idea how one would do that. My gut feeling is that it would only be possible if you had a network in place where someone you knew could put it before the right people. Which is not most peoples situation.

    I.e. you were a game dev for Atari, met people, started your own company, and now know who to call.

    From a purely business standpoint, if you could show that your "game" can, with a high degree of accuracy, mine user data, a publisher would consider picking it up simply for the tech.

    In this industry, you have to keep an eye on the big picture.

    Apps like Tik Tok, Instagram, and most GATCHA games are making money from selling stolen user data (that the user "agreed" to in your terms and conditions.

    I have 2 apps published under my own brand "Delta Star Studios," and while neither are monetized ATM (waiting for more installs), they both have detailed plans for monetization down the road.

    The job app will use ads

    Kaneki Island will have physical toys and a trading card game to geneate revenue via real world merchandise.

    Again, have't implemented the ideas yet (outside of prototypes), but I know how I will monetize in the future. Remaining your own publisher allows you to retain all rights.

  • Slide through objects?

    Like light passing through water?

    When overlapping object set bullet speed to 10

    When not overlapping object set bullet speed to 20

    Something like that?

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  • It should be in the basic if statement area.

    My C3 isn't showing it either.

    This could be a new glitch or it was intentionally removed...

    I wonder if anyone has any insight into this?

    from documentation

    Audio Conditions

    Advanced audio supported

    If true, the current browser supports all the features in the Advanced categories of the Audio object. If false, none of these features will have any effect on playback. Advanced audio depends on the Web Audio API, which all modern browsers support.

    Is any playing

    True if any audio is currently playing.

    Is silent

    True if the object has been set in to silent mode using the Set silent action.

    Is tag playing

    True if any audio with a given tag is currently playing.

    On ended

    Triggered when a sound with a given tag finishes playing. This is not triggered for looping sounds.

    Preloads complete

    True when all audio preloaded with one of the preload actions has finished loading.