newt's Recent Forum Activity

  • So the Intro layout just has one event, that is 'start of layout'. It has a few fading images and text and at the end I used 'go to layout' to switch to actual game layout.

    Yeah that's not enough information.

  • Number is large, but if you make some sort of datasets, generate huge object maps and don't want them to impact overall game, then they still do, because engine does not offer ways to separate/disable object, layer... from rest of them

    And a data type object that's not a world object wouldn't work better?

    You do know that they can have instances right?

    I mean you can make the argument that the system has better features for dealing with world objects,(pick closest, compare xy, etc.) but the argument then becomes one for features to better deal with data in data type objects. Don't get me wrong I'll be the first to tout the benefits of using world objects as a way to deal with data(match three strikes gain), but a million is a bit much even for a high end system.

    Or just better freaking data type objects.

    You know ones that can actually store x and y positions like an index. Like a stack.

    Just like objects.

  • Yes you could use a sprite and hide it but a dedicated Empty Object would be better performance wise especially on older mobile phones.

    Prove it.

    construct.net/en/make-games/manuals/addon-sdk

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  • Just set the sprite to invisible so it won't be rendered.

  • I continue to post on here because I hope that it helps other people out.

    Today, not so much.

  • This is why they make incentivized ads, and videos.

  • Its hard to say from the given information. I will say setting Local Storage every 0.1 seconds is a bad practice as its set up to be asynchronous, and will likely take longer than 0.10 seconds to complete occasionally.

    Global, and local variables are a better match for this.

  • Hierarchies, or Scene Graph solves many issues just short of prebuilds or prefabs.

    Everything needed is there, you just put it together the hard way.

    You don't need Js. You do need a good working knowledge of C3, same as you would for a game.

  • The easiest way to test on devices is via "Remote Preview", but its over the devices browser.

    Afaik you will still need an Apple device to export to IOS.

    I don't get into IOS, that market seems less and less relevant.

  • You can do some work on it, but yeah its better for away from desk tweaks.

    As to the caveats, there are extra steps depending on the deployment method.

    Steam, IOS, Android all require some tinkering, far less than when using C2.

    You would want a C3 subscription even if you were to develop with C2 as it exports C2 projects. In other words the price of the subscription is worth it just to avoid the headaches of dealing with third party export methods in C2.

  • Sorry I should have said all mobile browsers suck.

    The best setup will be on desktop, testing/preview via Chrome, or Edge.

    Then occasionally creating a debug apk you can sideload. This generally when you get to the monetization part.

    The editor can handle all exports. All exports are html5 based. All exports other than html5 are wrappers. All wrappers should be on par with native speeds.

    Yes there can be an exe, dmg, and apk with caveats. Those being the options for the distribution method rather than the platform.

  • You can develop for iPad Pro, but not on it. The mobile version needs some love, but that will have to be much later. The two main reasons are Safari sucks, and at the time mobile just wasn't that great for workflow.

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newt

Member since 12 Nov, 2008

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