dk865's Forum Posts

  • Thanks for the response! I didn't think about it, but I guess that would be the problem. However, I instead made an array as well as a backed up all of my variables to the dictionary, and saved them both to local storage as JSON, and I feel like it works better this way. There was always a very short, but somewhat noticeable stutter when system saving across every game I've made, so I set it to 15 seconds, but now I can have it save every 1 second without any noticeable problems.

  • I have made a mobile version of my Planet Clicker, to run in the form of an app. I have made a system that saves the game every 15 seconds, saves the JSON as a Dictionary Value, then saves the Dictionary as JSON to Local Storage. However, after a little bit, the save takes around 10 seconds and freezes the UI (Music isn't affected), and on my iPhone 13 Mini that I sideloaded the IPA to, it even crashes. Is there a more efficient way to save the game for mobile?

    I needed to change it to 15 seconds, it was originally 2, but that was way too much for it to bear. I want it to be like a normal app that progress is typically saved instantly, or more so just stored on the device plain.

    I also need to use the `Save Game to Slot "xxx"` because my game is full of persistent objects.

  • Thanks for the response!

    I use physics to contain momentum and set the momentum to be at the angle of the portal, whenever the player passes through the portal. I also use physics during some antigravity test chambers, so I’m pretty sure that my assumption wasn’t flawed.

    I know the basics of physics, as I’ve made games with it before, but I just want a decently straightforward explanation to using it to simulate platform controls, such as jumping once while only on the ground, and moving around without much acceleration or deceleration.

  • Hello Everyone!

    I am trying to make a platformer game, using physics instead of the Platform behavior. I rely on physics because my game involves Portals, and they heavily rely on physics to make the game mechanics similar to Valve's Portal Series. Earlier in development, I use the platform behavior on top of physics, but that didn't work well. Does anyone have any ideas?

    Thank you,

    dk865

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  • Yep! Your Welcome, and thanks!

  • Looks AMAZING!!! Great Job! You should definitely add some easter eggs from Construct, like maybe the weird bug creature here, or some other stuff, to make it pitch perfect!

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  • Thanks newt for the quick response!

    Exporting with Amazon works fine for me in Construct 2, but the only problem is the speed. I sideloaded an APK I build with VoltBuilder to a my Fire Tablet with Construct 2's HTML export, and it had a horrible framerate, around 10. Then, I put my CAPX file into Construct 3 to convert to C3 stuff, changed a few settings that weren't in C2 then exported, and using VoltBuilder it was way faster upon sideload.

    My only problem: HTML5 Exports don't work with Construct 3 for the Amazon App Store (as I've said) but the Construct 2 ones do (amazon exports), but are extremely slow.

    FYI: I've used the Debugger in Construct 2, and it is so much slower, around 78% CPU average, and frame rate between 10-20 when using Fullscreen letterbox scale, then when using no full screen, the framerate is the same, but the CPU is around 2% so I believe it is having other stuff open that effects it. Also, for some reason it works fine with a high framerate when normal previewing it, and I don't understand why.

    Again, Thanks a lot!

    -dk865

  • Hello Everyone!

    I am wondering how to export to the Amazon App Store. I have tried exporting as HTML5, and it gives the host file thing, and then I removed that from the index.html file, tried again, and it was just blank.

    I can't help but notice, this is more then possible in Construct 2, and I need to find a way on Construct 3.

    Thank you for reading this!

  • Okay. Thanks for letting me know!

    However, I might just stick to writing it in C2, then go to the C3 version that supports C2 runtime to export in Cordova (if free...) The only thing:

    I've been using Construct 3 for 2 years, (just started C2 this January) and the start page have been the same, but the version that supports C2 runtime has a different start page, so I'm not entirely sure of the age of that build.

    Also note that I don't have access to a Mac... Our school has Windows 11 ThinkPads for everyone, and I've gotten away with installing some things without admin by using a batch file, but can't install some things such as iTunes. I have a 2011 Sony Windows 10 PC that I use for sideloading, but keep it's use to a minimum due to it's slowness and age.

  • Thank you for telling me Ashley!

    With the Apple Developer Account thing, a free developer account gets you 3 apps to sideload, which expire every 7 days, (replenishing them, not gone forever) until you use a computer to renew them. With a paid account, you get unlimited sideloads, and they expire after a year.

    I want to sideload to older devices, such as an iPad Air 2 (iPad-5,3) on iPadOS 15.8, or an iPod Touch 5th Generation (iPod-5,9) iOS 9.

    If Construct 2 does not support exporting to iPadOS 15 if it's maybe too new, or if it doesn't support to iOS 9 because it might be too old, I can go through the exported IPA file (if it does export in that structure) and recompile it.

    Again, thanks Ashley!

  • Thanks for the reply!

    Sorry for the oversight, I didn't realize I posted in the Construct 3 portion of it. Also, is there any way to do it for free?

    I use Construct 2 because it has extra events, and doesn't need to connect to the internet every 7 days for free version accounts. (I mainly use Construct on Weekdays, and usually only on the bus) I also use it because it's the only one with a free MIDI plugin, plus over 50 RexRainbow addons (lol)

    As you notice, I say the word "Free" a lot. This is because I'm a student who uses Construct in my free time, and our school doesn't pay for Construct, let alone probably know of it in case you were wondering.