mrtumbles's Forum Posts

  • I would say it's easier than people think - but only once you've gotten your head around arrays! You might find one of my templates useful, or for inspiration you can try this demo I released on Scirra Arcade recently:

    https://www.scirra.com/arcade/other-gam ... lkit-16330

    It's a bit broken, as you can't easily use multi-line displays on the Arcade - however, you can paste into the input panel on the left from your notepad of choice.

  • That would be a Proof-of-Concept at best.

    Personally, I think that a proof of concept is absolutely enough. We know, as HTML5 devs, how quickly you can iterate, how easily you can bug-stomp and test new features, and open up your work to new platforms. Scirra are now working with the same advantage we've always had. I don't think it will be long before we see all of C2's features carried across to C3, and more.

    I also think that what's 'enough' for the team to produce is entirely up to them. It's up to us as consumers to vote with our wallets, and produce useful feedback where we can.

  • But we are testing pretty much C2 on browser.

    That is expressly what we are testing, yes. Read Isn't that really enough, for now?

    On launch, C2 didn't include an image editor, a physics engine, tilemapping, social media integration, complex collision polygons, multiplayer, not even half the exporters or publishing plugins, web-font support, lighting, positioned audio, LOS, debugger or profiler... the list goes on. I know a lot of these things are missing from C3 at present - but this team is no slouch! Have a little faith.

  • Why upgrade?

    All of the years of feature wishes from users seem to be met with 'why you don't need that feature' or 'we aren't going in that direction' or 'you can always write your own plugin'.

    I've got to admit, I've been surprised by the drop-off rate of feature-add to C2.

    However, Ash just announced a new system of suggesting and voting on new features, which I'm excited about as it could help make the team more responsive to user demands. When it comes to 'why upgrade?' the question now isn't just one about basic features though - C3 is linux, mac and mobile-compatible, for example. I think we'll see more changes over time that would never have been possible using the old software architecture.

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  • Load from string LocalStorage.ItemValue

  • System > Set canvas size

  • C2 comes with a profiler - use it! If you group your events, the profiler can tell you (roughly) how much % of CPU usage is being used by which groups. This is invaluable for testing purposes, and with careful use it should ensure you don't run into severe performance issues. That said - a lot of people try to use C2 for projects it wasn't designed for, and that the developers openly admit it doesn't support. It's mostly those people who're responsible for the reports of crashy, buggy, or laggy output.

  • Using the condition 'On save complete' fills the SaveStateJSON value with a string that represents a JSON file. You can use NWJs to record SaveStateJSON to a *.json on desktop - I'm not sure how you might handle this on mobile though :S

  • Ooooh, I see what you mean. Yes! You can use a loop, and combine it with loopindex. Eg:

    On start of layout

    For "values" from 1 to <However many highscores you have>

    |-> Check item "highscore"&loopindex

    The [&] operator allows you to build a string, and [loopindex] places the step number of the current iteration of the loop.

    Bear in mind you will still need individual actions for each of the rest of the item checks, however, so I would recommend using a Dictionary to store the values, and passing the Dictionary.AsJSON only as a localstorage value.

  • Pass localstorage values to variables for comparison.

    If you have a lot of them you might want to consider storing them in a Dictionary, then storing the Dictionary.AsJSON as a localstorage value - instead of storing each value independently.

  • Works everywhere else - even itch.io

    It's a standard textbox. The same issue affects all multi-line textboxes in the same project as well - and they're all just standard textboxes, with no shared factors I can see.

  • You'll need access to a server that can support MySQL. See here for more details:

    https://www.scirra.com/tutorials/525/si ... l-database

  • I've just uploaded a sandbox for my procedural generation toolkit to the Scirra Arcade, so I can share my methods with other PCG enthusiasts.

    https://www.scirra.com/arcade/other-gam ... lkit-16330

    Weird thing is... I can't insert a newline in the textarea on the left. Have tried Chrome, Safari. Can paste blocks including newlines which display correctly - but standard behaviour doesn't work. Any suggestions?

  • Add a variable called 'TargetUID' to the bullet.

    On Left button on Enemy: Spawn projectile. Set Bullet.TargetUID to Enemy.UID

    Set the angle toward Enemy( Bullet.TargetUID ).X, Enemy( Bullet.TargetUID ).Y

    That's it

  • Advertising/sponsorship/featuring is more competitive on the US app stores generally, although in particular this is the case for iOS. As a result, apps that are un-advertised, un-sponsored and un-featured will always lose out - as there are a wealth of competitors paying for exposure. Consider a paid marketing campaign, or perhaps try and target American journalists and e-publications to get exposure.