NetOne's Forum Posts

  • Jank can be caused by background network activity,

    I think the web worker thing was supposed to solve this by having the game on a separate thread

    but (dont quote me on this as I'm not as up to date on construct news I used to be)

    but the last I read on one of Ashley's updates was that the worker thing was deactivated for now pending a future update of chrome . that was a couple of months back I think so not sure if there has been an update since then.

  • I didnt try the apk

    but preview is always janky and not representative of real world hosted or nwjs

    eg (i hosted your project)

    yamaforce.com/Test002

    is as smooth as butter for me and that is on Intel 520 integrated graphics

    (edit) tested (hosted) on crappiest phone in the house (my work phone) moto g4, and still smooth as butter. zero jank

  • Hey man, chill.

    I have been using C3 for a year and I would advise if you are using C3 to always use the latest beta

    it will usually have the least problems, and any major problems are always fixed very quickly

    up until a few weeks ago I would advise develop using C3 but with C2 runtime

    but from this week I would say it is pretty safe to also start using C3 run-time full time.

    C3 is excellent software, you will see.

    also, it may not be obvious right now, but there is a really good and helpful community lurking in the shadows.....

  • .... oh shite ......

  • Man, this is all very well but...besides not being very noob friendly.... this is also seriously messing with my chi.

    I have been happily assuming that the default values are taken from the one in the project tree and my project depends critically on values set there and assumes those values when spawning new instances...

    Ashley

    ehhh... yea re above posts .... is there some rhyme reason to all this , what assumptions can we assume WRT initial instance values ?

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  • dop2000, tunepunk

    Finally! got a chance to do this, (work is just kicking my butt at the moment)

    its pretty much working, couple of small things to iron out but yea very pleased with it.

    basically I used tunepunk's code and swapped in dop2000 idea of System Pick by overlapping point

    and the result is below,

    so thanks guys, really really appreciated. One step closer to getting a demo up then you can try for real.

    Subscribe to Construct videos now

    youtu.be/2YQ1LgzTuTY

  • If not set on an instance I'm pretty sure it takes default values from the object properties as defined for the one in the project tree.

    Not 100% sure tho. Can't check right now.

  • I have never done myself but isn’t it just like touch

    when the user presses start or another button to enter the game cant you record the ID of that joypad and asign it to the player sprites UI icons etc

    then if that joypad is disconnected

    you can just test for the index of that joypad

    when joypad disconnected

    is joypad index xxx

    then do whatever

  • Actually a slightly better and shorter solution would be using "System Pick by overlapping point" event. Instead of the bounding box it uses collision polygons and will work with weirdly shaped buttons.

    Hmmm, sounds interesting, I will check this out, sadly last night after rolling up sleeves and opening construct I fell straight asleep. these days I just havnt got the willpower to sit in front of a computer all night after sitting in front of a computer all day.....

  • Nice Mr tunepunk

    that works perfectly, it is exactly what I was looking for thank you very much sir. looks like youve done the way dop2000 also suggested...

    so thank-you both.

    you wouldn't believe I have been trying to solve this for the last 2 weeks thinking there was something wrong with construct....

    it seems I cant see the wood for the trees sometimes.....

    So now I need to see if this can work across a family of multiple buttons and shoehorn it into my game menu. (rolls up sleeves) Im going in......

    ill let you know how it goes.

  • I think the easiest solution would be to compare X,Y of the touch with that saved ID with button coordinates. Something like this:

    > Touch.XForID(VarTouchID) is between Button.BBoxLeft and Button.BBoxRight
    Touch.YForID(VarTouchID) is between Button.BBoxTop and Button.BBoxBottom
    

    Mr dop2000 thankyou,

    I do beleive that might mork!, cant beleive I didnt think of that...

    I think too much black ops is rotting my brain....I will have to wait till tonight to try it out. will get back if succsessfull. Cheers.

  • So, Ok I did write a big post but it was getting out of control so to keep it simple

    I have a test scenario ….

    • TWO or more touches ALREADY TOUCHING
    • One of the touches SLIDES over a button
    • Test if that touch is the first touch
    • If yes activate button

    My thoughts on solving are,

    Recording uid of first touch only...

    OK this Works fine.

    However then going on to check if that touch ID is touching an object, unless it is on initial touch, appears to not be possible with construct events. (unless you do something fancy with invisible sprites and collisions but that is out of scope here.)

    I’m hoping someone can prove me wrong.

    So the two ways that you might try are.

    This does activate when a touch SLIDES onto the button

    BUT the action will only pass the touch ID of the LAST TOUCH touching the SCREEN when something touches the Button. It will not specifically pass the touch ID of the last touch that has touched the Button. For example, even if the last touch touching the screen is not touching the Button this action will pass that last touch ID. So it will work only in a single touch scenario it will not work in a multi touch scenario.

    The other method to try would be

    This basically works , and records the correct touch ID each time, BUT.... it is only triggered when the touch directly touches the button at time of touch. It will not trigger for any touch that is already touching the screen then slides over to touch the button.

    So as far as I can see, (without using invisible sprites to check collisions). It is not possible to track if a specific touch touches a button if that touch is already in touch.

    (Try saying that after a few pints)

    ps I’m sorry I cannot upload any google drive files directly here as I am at work

    But I have already posted a test file on github, ready to go, if anyone is interested in having a crack (no invisable sprites NOT allowed you can swap out is touching for on touched to see issue)

    github.com/Scirra/Construct-3-bugs/issues/2330 (change the extension to c3p)

  • There are some changes in the C3 runtime that effect Tint RGB and possibly other RBG realted inputs BUt that difference should be across all platforms not just on android. I would document the changes you are seeing between platforms and between runtimes. Narrow it down to a few objects and events if you can and then submit a bug on github.

  • you cant use greater that like that for touch id

    Every new touch gets a new id +1 each time

    so it will break your game.

    to do what you want to do keep the AB touch id variables but set them depending on if left of right of the screen. then

    to test if a particular touch has let go you set a condition to test for that id

    eg

    on touch off

    touch id (AB for left or right) = xxxx then do whatever

    but looking at your picture I cant help thinking you would be better just testing if the grey boxes were touched instead no?