We're having some weird performance and permission issues with Mac64(Intel) builds of our game running on Mac M processors. We were hoping exporting for ARM would fix them. And in fact the ARM version runs beautifully, at steady 100 fps!
However, I can't get the Greenworks plugin to work in ARM export.
I tried NWjs versions 77-81 and several Steamworks SDK versions, but keep getting this error:
Am I missing something? How can this be fixed?
Are you sure your Paypal account allows to receive money?
The easiest way to do this is with a variable:
Global variable lastClick=0 Mouse On Click lastClick<(time-0.2) ... Set lastClick to time ... Player set "punch" animation
This way there will be 0.2s cooldown between punches.
Yeah, it's a bit of a mess. I suggest you use three separate events:
On Touch Start
Is In Touch
On Touch End
You can add additional condition to each of these events to check if the object is being dragged etc.
In this case you should use random(2,5) time.
do i need to make a at least 5 different sprites with different random movements
No, it's a bad idea. You can randomize movement properties like speed for every instance of the sprite. For example:
Sprite on created -> Sprite set maximum speed to random(80,100)
Making diffe
random() can't be use like that.
If you want the event to be triggered every 2-5 seconds, use random(2,5)
Or, if you want it to be in 0.5s intervals, use choose(2,2.5,3,3.5,4,4.5,5)
Make sure to use "Key is down" condition, not "On key pressed".
Construct doesn't support isometric tilemaps. You can fake an isometric tilemap by layering two tilemaps:
Develop games in your browser. Powerful, performant & highly capable.
Have you tried 7zip?
If 7zip can't unpack your project, then it's broken beyond repair. Move on and don't forget to back up your work in the future.
I suggest you use a Tilemap instead. You can pre-fill it with grass tiles in the editor, and then spawn other objects on selected tiles.
A single tilemap will be massively better for performance than a thousand of small sprites.
Check out the built-in examples in C3, there are lots of demo games which you can use a template for your game.
Try using 7zip. If it can't open your project, then the file must corrupted and there's probably nothing you can do to restore it.
The most simple level selection screen can be done with one event. Create an instance variable "levelNumber" on level selection sprites and add this event:
Mouse on clicked LevelButton -> System Go to layout (by name) "Level"&LevelButton.levelNumber
But of course if you want to track progress and lock/unlock some levels, this will require more effort.
Well of course it would create more and more blocks every 0.5 seconds, because each new created block will trigger event #1 and spawn 4 more blocks.
What exactly are you trying to achieve?
Check the Volume Mixer, maybe Windows reduces the volume for this app.
I'm using pngquant. I believe it works better than the built-in compressor and produces smaller files. Export the project and then run this command in the folder with images:
pngquant.exe --ext=.png --force --verbose --quality=45-85 *.png