fedca's Forum Posts

  • luminosity does not have params (if an effect has no manual input you can also not set anything through set parameters). Luminosity is a way of how the pixels are blended with the pixels below.

    Text from the effect selector "Luminosity: Use the luminosity of the foreground and hue and saturation of the background"

  • I'm a bit scared to get into it because there is a global layer interaction with sub-layers that I and other community members really like and use. (one that makes the layout with the global layer be different in editor than the overrriden ones but the same at runtime)

    So I don't want it to be "fixed".

  • So reallizing that they are supposed to behave the same in editor (which they sadly don't fully do yet). I agree that this distinction is more confusing then helpful.

  • To me the distinction is important as you cannot make changes to overriden layers, so it's an important information to see at a glance!

    edit: Nevermind what I said, apparently you can make changes, it's just a bit buggy rn.

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  • the layer is not really global, it is only overwritten by a layer that is global.

    Currently the global layer has (Global) next to it, every other layer with the same name on another layout gets the (Overriden) text.

    You cannot make changes to overriden layers, you would need to go to the layout where the original global layer is found.

    So the current naming convention makes the most sense imo.

  • it means that this layer is overwritten by a global layer from another layout.

  • https://developer.android.com/topic/performance/memory

    heap size is what you are looking for I think

  • wdym, each phone has specific amount of ram?

    I would say any phone with 3GB or more ram should be able to run a app that uses a GB of memory without a problem.

    Anything below can be a bit of a problem, especially if the user has some other apps running at the same time.

  • Phones with just a few gb of ram could run out of memory, as the OS etc needs some memory as well.

    Depends on what mobile devices you are targeting.

  • Trigger once triggers once while true for all instances of the object, not for each.

  • https://github.com/Scirra/Construct-3-bugs/issues/5974

    reported and fixed for next beta already

  • This blog post by Ashleyhttps://www.construct.net/en/blogs/construct-official-blog-1/optimisation-dont-waste-time-768

    does this suggestion:

    Here is my question:

    Assuming you do the check every second instead of every tick (and the seconds are in sync per instance not offset to each other) wouldn't you instead of having a lower framerate overall, just end up with a stutter every second.

    And going of the idea that a lower, consistent framerate is more desirable than a faster but inconsistent framerate, wouldn't this be a worse experience?

    Or am I misunderstanding how the cpu handles these tasks and how they affect the framerate?

  • Neither will use memory, just cpu.

    You can test it yourself, create a bunch of instances, put both events in a seperate group and then check in the debugger. (though I assume they both will perform the same)

  • ah yea, my bad.

    Wouldn't it be the case if the loop ran without the sub event ever being true the other function should be called.

  • len(text) gives you the length of the text

    tokecount(text," ") gives you how many words are in the text.

    with tokenat(text,index," ") you can get a specific word of the text based on its index

    With these you can create a system to do what you want.

    To read more about system expressions, check this:

    https://www.construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions