Aphrodite's Recent Forum Activity

  • Local storage actually uses the indexedDB and not the webstorage, also it is asynchronous when used in C2.

  • makes sense, thanks for awnsering ^^

  • Kyatric I don't agree, we should be able to at least have one stable and one beta separately, as it is better to share capx made with stable releases, but it is also important to test beta versions.

    I don't have that issue since I have both a steam (beta) and a normal license (stable), but everyone should be able to have both options without needing all this install uninstall stuff.

  • I'm not a wii u dev so I can only know a little things or two (and I'm also under no NDA so what I can gather is public), it seemed the wiiU did not support webGL at all, so porting a big game to wii u must be a chore.

  • kinda tricky, as everyone can look at the event sheet xml infos...

  • if you cannot keep the previous version without the installer overriting it then I'd say it is a bug.

  • the player hitbox (or maybe the rocks) don't seem to be fair (the hitbox seems larger than it should), a crashing animation could be a nice addition, and most of the game of this type generally includes more controls than left or right (accelerate, slow down, etc..) and have a time score rather than a "number of things passed" score.

    graphic wise, it is as you described, needs more work.

    I suggest you see exemples like rad racer or hang on to inspire from them.

    nothing else to add, hiscore 32

    Run fine on my phone too, and would be nice if the blocks wouldn't move until the GO

  • https://9r1bqw-ch3302.files.1drv.com/y3 ... png?psid=1

    tested the apk on my own device (HTC Desire 620 it seems according to its default name when I plug it) and it is a 60 fps almost constant

    Perhaps my device is really stronger than I expected (after all it was a carrier device so I expected muck less than that)

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  • one way to "correct" the slowdown would be to change the stepping mode to be framerate independant, but it might completely ruin the game though, it's something to try out.

  • when nothing moves on the screen, nothing is redrawn, if one thing moves, you get to see the true performances, so my guess is that the player mouvement is not what causes actively the slowdown.

    I could be wrong though.

  • Problem Description

    when we snapshot a canvas at an higher or lower resolution than the window size, the texture becomes bigger or smaller than the canvas

    Attach a Capx

    https://1drv.ms/u/s!AjkoCSebIn9Jih0WYhJLIDXFrq-E

    Description of Capx

    there is an ok button that takes a canvas snapshot, then paste it to a sprite when done, the letterbox scale is used as if we set fullscreen in browser to off, it overlaps perfectly

    Steps to Reproduce Bug

    • resize your browser window so it is bigger (or smaller) than the window size
    • click ok like crazy
    • see for yourself
    • repeat with fullscreen in browser off to see how it should render

    Observed Result

    the snapshot does not overlap correctly

    Expected Result

    the same result as fullscreen in browser off

    Affected Browsers

    • Chrome: (YES/NO) : Yes
    • Opera: (YES/NO) : Yes
    • Edge: (YES/NO) : Yes

    Operating System and Service Pack

    Windows 10 64-bits

    Construct 2 Version ID

    release 233, also affects the last beta 235

  • just did a test, doesn't work, this is because the button is not inside the canvas but over it, no way to do it I think.

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Aphrodite

Member since 20 Dec, 2011

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