mOOnpunk's Forum Posts

  • As a hot fix, rather than doing "once the TIME of the game = X seconds", you could get the time when the frame starts and go by that instead like -

    on start of layout, set creatures variable "myStartTime" to current game time + X seconds.

    If create "Sleep"

    and creatures "myStartTime" is <= current game time, set state to "Awake"

  • >...

    Did you try disabling the text update every tick? that helped a lot for me.

    Wish there was some way that Construct could auto generate a sprite font. Tiresome doing it in 3rd party apps and importing over and over when you wanna tweak sizes, color style etc.

    I rarely use text object at all anymore except for debug purpose.

    Don't know if it helps but the new c3 runtime renders text object to the canvas like sprite font (they use the same code now) so theres no longer any overheads or disadvantages to using it.

  • You use put the user name inside [ ]

  • Really nice platformer. Hope it does well for you. Are you using the Pico-8 colour palette?

  • No, but there is a new tween plugin "Tweeen" which does.

    https://www.construct.net/wf/make-games/addons/163/tweeen

    Haven't used it myself.

  • From what i understand from a coding standpoint it should be seamless and the c3 runtime should behave like the c2 one.

    I recently switched my project over and it also broke it. In my case it turned out that under c3 runtime comparing opacity was not working. I filed a bug report and its been fixed for next release.

    Its a pain but the quickest way to get the new runtime to a stable release is to try to figure out why your game isn't working and file a bug report so it can be fixed, and considering all the features are now complete its just a matter of fixing those remaining bugs. The new c3 runtime debugger helps.

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  • ...So, the only solution I can think of is to pain ass my way by opening a second window of C3 of my project and remove all of Lite Tween's ACEs. Then use my first window of C3 as a reference to where I have to add it back in. In theory this could work. Wish me luck!

    Thats exactly what i spent the last 2 weeks doing. Removing the two 3rd party plugins Litetween (reproduced with events) and localisation 18N (making my own with dictionary json file).

    It was a real pain but on the upside i found a few annoying bugs i managed to fix along the way and my games cpu usage under the c3 runtime dropped from 30% to 19% with now solid 60fps.

    The next problem is that the c3 runtime has broken my game in places and i can't yet work out why because the new c3 runtime debugger causes extreme lag.

  • I had relied on a 3rd party plugin to handle localisation but i'm in the process of removing all 3rd party plugins from my project so it works with the new c3 runtime.

    I created this test of doing it myself with a dictionary json file and text objects in families.

    https://www.dropbox.com/s/ottass2ku1lt23x/CustomMultiLangSupport.c3p?dl=0

    It works fine and easily supports variables in the text.

    Has anyone come up with any simpler solutions?

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  • I did a test and it looks like all the annoying issues with the text object in the c2 runtime have been fixed in the c3 runtime.

    Text width and height appear to update straight away and it looks like updating text every tick doest have much effect on cpu or fps.

    I think most game engines turn text fonts into bitmaps internally, is this essentially what c3 runtime is doing now?

  • Ashley

    With regards to the new text improvements does this mean that with the text object its no longer cpu intensive if its being updated every tick, say for if you wanted to produce the effects you showcase in the blog?

    Also do you still need to wait a tick for things like text length to be correct after they are set like in the c2 runtime?

  • The easiest way is to apply a shader effect to the sprite. Open c3 and check out the shader examples which come with it.

  • You put [ ] around them.

    ""

  • Intersting solution, thank you.

    However i prefer my method as i'm able to easily define the movement state by checking currentJourneyTime without any distance checks.

    If currentJourneyTime < totalTime then objects moving, else objects reached destination.

  • Figured it out.

    totalTime = 3

    if currentJourneyTime < totalTime

    then

    add dt to currentJourneyTime

    lerp(startX, endX, currentJourneyTime/totalTime)