fedca's Forum Posts

  • r309 changed the project folder structure, so going back will be a tough one in this case.

    edit: nvm I don't see why it should be a problem with 308

  • Thank you for the answer! :)

    Really helps alot to know for the default approach of writing collision events.

  • afaik it's p2p so the hosts bandwith matters the most.

    But I think once the peer finished loading it should just run.

  • Ashley

    I have been disussing optimization of collision with some other users and wondered if this is still true, from my quick test picking before the collision check seems to be faster in c3.

    Just want to confirm. ty!

  • Anyway, you can have a loading logo (and why not leave the progress bar showing? it's useful feedback for the user)

    Bc the bar has a specific styling that might not fit the games artstyle or mood.

    (You might be able to change the bar by messing with the exported files, or is styling the bar possible in c3?)

  • afaik it's for loading all the assets on the loader layout.

  • I can see the use of another default loader style being logo only and it uses the icon with the purpose loading logo for example.

    Currently we can only choose logo and progress bar.

  • These shaders should be pretty easy to port to c3 by someone with a bit of experience with effects dev.

    https://www.shadertoy.com/view/MdGSWD

    https://www.shadertoy.com/view/MdfczN

  • increase the size of the image in the animation editor

  • This is probably the new android 12 splash screen. Make sure to set up the correct icon in c3.

    More info here: https://www.construct.net/en/make-games/releases/stable/r308

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  • Could be a suggestion for Scirra to add, so when creating an objects that is not loaded it could load the lower mip-maps and display them similar to progressive image loading on the web.

  • You either have to load the images on start-up so you can get them instantly, but leading to higher memory usage.

    Or load them from the files when needed, based on file size and the speed of the used hardware it will take some time to load.

    So there is no real other way afaik.

    One thing comes to mind is having a low res version (which won't use much memory) that you load on start up, so you can instantly display a low res version until the proper image is loaded via URL.

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    Why not add Sonic physics while we're at it?

    bc it is not a feature for a specific type of platformer controller, but instead a feature that every responsive platformer controller should have imho (including a bit of a jump buffer).

    edit: sorry for the derail

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    an interesting feature imo would be to add coyote time to the platform behavior directly, with a toggle to enable/disable and coyote time length value.

    edit: just a coyote time length (similar to jump sustain) no enable/disable needed as 0 would be off.

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    you can reset and enable/disable double jump dynamically, this is how I solve coyote time with the default jump sustain and simulate control action.