TheRealDannyyy's Recent Forum Activity

  • Another method to handle off screen interactions would be a coin flip.

    In other words, rather than create some unseen interaction, estimate the outcome using formula that chooses the winner based off of a percent chance.

    The same method could be used to determine if there even is an off screen interaction.

    Yeah my events are based on something like that, I basically use a 3 stage system:

    1st = On-Screen content, including ragdolls and effects

    2nd = Off-Screen content nearby, predictive ragdolls and reduced effects

    3rd = Off-Screen content far, almost no ragdolls at all and minor effects

  • Thanks for the help and examples on how I could approach this.

    I have to say though, having everything running at once with just minimal optimizations, works out pretty well on my end at least.

    I just find it a little disappointing that there's no further use for the loader layout feature,

    as I think it would be a nice to use it as some sort of additional parameter for cases like these.

    (It would look like this to be more precise: Go To * Layout + Use loader layout = True/False).

    I know we all "hate" loading screens and I guess the most people like the loading system as it is right now.

    In my point of view loading screens make games look more professional and make the games feel more responsive but that is a topic for a different day.

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  • So, that's what render cells are.

    Ashley, It would be great if you make a sample capx regarding this with a lot of similar tiles and mouse movement so that users can understand and experience this quickly on their own.

    Already done and explained in full detail, as I just found out. (HERE)

    TheRealDannyyy, as I understand it, some old games do it by calculating the position, orientation and results in arrays/datatable for offscreen situations instead of enacting it in objects to save performance.

    I will have to find a way through trial and error I guess.

    At least I have a ton of options on how I could handle this, I just need to come up with a good technique.

    Don't close it, it's a good topic!

    Nope all fine, Ashley gave him the red card for now.

  • But how do we do that? How can we be sure that no free-edition user can download it?

    Put it in a .rar archive with a password, only close friends and trusted people will receive the content and password.

    I don't see any other way than doing this based on trust.

    This is kinda like the problem that we have with plugins that you can buy on the store, it only takes 1 person

    to illegally upload the plugin somewhere and everybody else will be able to get it.

  • *GIF HERE*

    HAHAHAHAHA! That was golden!

    More a joke on the level of a "noseblower" but I appreciate that you've enjoyed it. (Feel free to get rich with the idea.)

    Well, sometimes you gotta try to lighten the mood with jokes like these.

    Damn I didn't know that the forums also support gif's, you shouldn't have taught me that one.

  • Ashley is right though, technically this is against the free edition license.

    I guess it is too late now since people can actually see this topic, so how do we go on with this?

    Are we forced to close this or are we allowed to go on and only share the plugin + "exporter" with people that actually own a license?

  • The runtime is architected so that with "render cells" enabled, an offscreen sprite with no animations or events has a zero performance overhead. (Animated objects have to tick their animation and events still check against all the objects in the layout.)

    This means that if you create even a gigantic layout which consists solely of static objects (no animations or events), it should run perfectly no matter the size of the layout.

    Amazing, that eliminates all my concerns about having tons of static sprites in the background.

    The performance problems tend to stem from running events against a large number of "live" objects in the layout. You may need some techniques to avoid having too many of them at once, possibly by dividing the layout in to certain segments and destroying all the objects outside of the segment ...

    To be honest I personally have no idea on how I could approach this. My game is based on the concept of an old GBA game, meaning that there are units off-screen that fight each other and I have no clue on how I could destroy them and keep the illusion of them fighting off-screen.

  • Ok I know another developer making something console quality like with C2. He said just use the older version of NW.js so you won't run into any issues. So thats the solution for now until they fix the newer versions.

    I'm not sure if this could be fixed by using older versions though.

    Tinimations I would like to ask you on what version of NWjs you currently use?

    Is this a bug that came with the new version of NWjs or did it already exist in the old days of NWjs "jankiness"?

  • Hi TheRealDannyyy

    For example, I create an index.html outside of C2, with thumbnails linking to games, then include folders with several C2 games - then inside the games I provide a button to go back to the index.html?

    No problem Ninjadoodle, glad I could give you a general direction on how to do this.

    I'm sure that you could do something like that, Intel XDK is not only for C2 games after all.

    However I don't really know much about the process of embedding a website into an app but I'm sure that it is possible.

    You might want to wait a little while for people with more experience in doing that and start Google'ing by yourself until then.

    Important? Ashley and Tom have given no answers to any questions. Nothing has been resolved. They won't close this topic trust me. I said my piece already.

    For the love of whatever you believe in, please stop nagging about him or anybody else here.

    I know that you can sometimes be lead by emotions and feel like everything is a big "conspiracy" against you

    but please keep things like that for yourself or on the right forums were they belong.

    He did actually respond to a ton of things in this topic and you can find one of his recent responses just 1-2 pages back.

    C3 news also have been posted here, nothing big but at least a confirmation that it's still being developed.

  • I just showed you proof of what they are doing in case anyone didnt see the other topic. Iam not changing my mind Iam telling the truth about whats going on.Newt, and Artpunk are the ones acting strange defending Construct2 all the time. Go check out their posts they always trying to sway opinions towards Construct 2.

    And what you have to say isn't right or wrong, I'm just telling you to stop drifting away from the main topic.

    I'll quote myself here:

    Don't get too personal and if you still have any concerns or things that you want others to know about,

    create a new topic in either THIS C2 related general forum or in THIS open topic for pretty much anything else.

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TheRealDannyyy

Member since 30 Sep, 2014

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