TELLES0808's Recent Forum Activity

  • No, one object, two instances, it'll not increase your file size or the amount of memory being used because the system can recicle the item and simple redraw it.

    Things what consume resources are events triggering as spammers and animations using frames instead of videos.

    But if you go in a layout with 1.000 instances of the same object, it can increase the resources used to manage them on the event system, also, having 1 instances of 1.000 objects will increase both, the resource needed to manage it inside the event system and the memory consumption, because they are all loaded at once.

    To avoid it, think how the developers did old games, breaking them in areas and inside each area you can place a bunch of different objects, targeting the amount of memory you want to use.

    Avoid going up to 256MB because old mobiles have the maximum of 516MB, like MotoG, the cheapest smartphone I could remember to being able to run games =]

  • This guy here is crazy for new games, specially making them with daddy =D

    So, I understand your frustration while dealing with non-expected behaviors.

    Why you don't try to make it and when running in trouble, you come here and ask for help!?

  • You can achieve all this by using events and without touching the fading behavior, or, using the fade behavior, it's all about logic.

    To follow the fading progress, simple follow the opacity of the object, and trigger any event with the desired condition, the same for waiting and fadeout.

    To know if the fade is active, you can simple check if the fade started yet or finished yet, if it start and don't finish, it still active...

  • If you place two objects of the same type in different layouts, each one will keep their own instances and setups, but if you want change them all at once, click on the object inside the "Projects" tab. The first object (or the lower UID, I'm not sure) of any type created will hold the standard for any other created after him.

  • First, create a new project inside C2 and select any the touch demonstration to start with, there you'll learn about touch and its behaviors, including multi touching.

    To make the desired behavior, simple test the origin of the touch and its ID, if the first touch (ID 0) is happening and it move from its origin, e.g. to above, the tank should move to above and so on.

    Shake screen is an action of the "Scroll to" behavior, and it only works when far from the layout edges, else, it'll stuck and don't work properly. You can make a custom shake screen system, just search for it on the forum.

    Before trying to add multiplayer you should read the tutorials and look inside the sample files of C2. One specific tutorial from one of the C2 creators is a good start, just hit the Tutorials button above this topic and search for it.

  • I don't know if I interpreted correctly your question, but here it's:

    https://dl.dropboxusercontent.com/u/47035927/Samples/text%20for%20object.capx

  • Sincerely, I already did and it worked flawless and light, go ahead and do it without worries.

    Also, in 2019 I'm planning to be working on a simple universe using this "concept", where you'll be able to go from the Earth to the moon and establish the first colony outside the Earth, but right after, another humans will do the same and the game will really starts.

    Everybody will be playing online for a period of 15 min each round, cleaning the world after it and starting again, also setting a scoreboard with the best scores and users.

    As a player, your main objective will be land and establish colonies on Planets, Dwarf Planets, Satellites and Spacial bodies.

    By establishing more colonies, setting trade routes and defending your empire, you'll note the easy to learn and the difficult to master behavior of this game, hehe, landing without dying, tracking your resources, expanding, defending, making alliances and avoiding hitting debris while travelling.

    Also, it will have some little behaviors, like the possibility to go out of your lander and explore the surface to build defenses, expand your industrial builds or living areas.

    Everything for mobiles.

  • Well, anything happening in you game should be set to happen, so, take a look in you event sheet and find where the sound is being played and make sure it have the correct conditionals to play once while true.

  • Input box and buttons are exceptions and they will never be captured. Instead, use a text behind this input box with the same content of the inputted text, placed exactly where the box is placed, so, it will capture the behind text instead. If you want the layout of this box being captures, you can clone it with an sprite and do the same.

  • It's not better load a video instead? Or separate the components of your animation into small parts and animate it with events?

  • You still able to load resources only when they are required, also, as a best practice, make one Layout and place every object there, creating it in the runtime, but not loading it in unnecessary layouts.

    Plus, keep tracking your game profile while debugging, sometimes looping in the start of layout can hold your game from loading fast, also, pre-load sounds too.

    Finishing, if you want make a huge project, you should study more and implement a debugger on screen with at least memory usage, fps, etc.

    E.g. If you game is using less than 128mb, it should load really fast, otherwise something is holding it from loading.

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  • Create a new project and search for the "Screenshoot" term, there will have a sample with lots of information. Creating a new layer on the sample and placing the text on it still showing the text on the output.

    The simplest way to hide the text, e.g. is making it invisible right before the canvas snapshot is taken, by setting its setup in the same event, also, if you want any button appearing on the screenshoot, you should use a sprite over it.

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TELLES0808

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