Nepeo's Recent Forum Activity

  • Out of interest what "other rotations" are you comparing it to? The rotate behaviour doesn't have a custom angle expression, and the instance angle expression is clamped the same way that the orbit behaviour is.

    If this is something people think is useful we could potentially add a "orbit count" expression and a "clear orbit count" action. Modifying the angle clamping behaviour at this point would be a breaking change, and inconsistent with other expressions.

  • The version code is calculated from the version number. It will take the following formats:

    • MAJOR
    • MAJOR.MINOR
    • MAJOR.MINOR.MAINTENANCE
    • MAJOR.MINOR.MAINTENANCE.BUILD

    We then use the sum BUILD + (MINOR * 100) + (MINOR* 10000) + (MAJOR * 1000000) to create the version code. So in practise it's not advisable to increase any of those values higher than 99. Obviously with your naming variation this is not ideal. 0.998 is the same as 9.98 which is why your having problems going to 1.0.

    You can work around this by going straight to version 10.0 or if your building via android studio/cordova you can edit the version code.

  • I don't believe we have a C3 specific one. You can still get the C2 bundle from scirra.com/freebundle.zip.

    If your looking for something new I would heavily recommend Kenney's Assets which I believe are all Creative Commons license. I've used these for demos in the past and they are pretty high quality.

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  • Fib It's true, and by design. Sound files are grouped by name, not by extension. If you import sfx.wav and sfx.m4a they will appear as 1 file "sfx", with 2 subfiles for the types "webm" and "m4a".

    Adding a play action selects an audio file, not a subfile. Which means you can add and remove subfiles for that audio file without issue. If you remove the file, or the last subfile, then it will remove the related events.

  • As dop2000 says you cannot modify project files from within your game. This doesn't stop you from being able to keep your changes though.

    If you want to modify the files only for that user, you can save your changes to localstorage. When the game starts you can check if a revision exists in localstorage and load that instead of the project file.

    If you want to actually put your changes back into the project the easiest way is to download the JSON object from your game, and then back in the editor replace the project file with the JSON file you have just downloaded. This basically makes your game a custom authoring tool for that file.

    Minor Update here, I was notified that the 12 provider limit appears to have been lifted on the User Consent SDK. I managed to track down a changelog for the SDK and have confirmed that they have removed the limit, I've updated the documentation to reflect this change.

  • Behaviours for exist on the "behaviors" field of the instance.

    for (const inst of runtime.objects.Sprite.instances())
    {
    	const Bullet = inst.behaviors.Bullet;
    
    	if (Bullet.distanceTravelled > 2000) {
    		inst.destroy();
    	}
    }
    
  • Glad I could help. Yeah there's some magic with audio files specifically for being able to have multiple formats, it's quite handy.

  • Automatically converting the files is potentially destructive, and not necessarily what the user wants. For best results you should always import your audio from a high quality source, not re-encode an already compressed file. Also in most cases m4a and ogg is still a valid choice for providing audio support. We still allow users to import m4a files for audio as an alternative to webm(opus).

    It should be relatively easy to convert these files into webm if you so wish. Audio is played by name, ignoring type, so swapping file types shouldn't effect your event sheets. Importing audio can be done in batches, so you can import as many files as you want in one go. If you don't have the source audio anymore then you can extract your audio files from the project by downloading a copy of the project, unzipping the C3P file, and then just copying the files from the "sounds" and "music" folders.

  • The Web Audio API is exposed in a fairly basic way through the actual Audio plugin.

    That said if you know how to write JS there's several projects around that create synths using the Web Audio API. With a bit of work you should be able to embed one into your game, then call it directly using inline scripts.

    This one is pretty cool, I don't really understand what half the dials do though!

    EDIT: MDN has a tutorial for creating a synth using web audio.

  • NetOne Some interesting findings, I would be curious to see what the results would be like over a wider range of devices.

    As for your questions:

    1. Are you using Worker mode or DOM mode for your game? Worker mode doesn't work in an Android app, and has some latency for certain interactions that must be performed on the main thread ( audio, mouse and touch to name a few ).

    2. It's important to understand that we are actually targeting APK 28 ( Android 9 ) and the value that is set is the minimum supported device version. I'm not exactly sure what optimisations are done for this but my expectations are it affects how your app interacts with dynamically linked libraries. These are software libraries which are already on your device, so they don't have to be included in the APK. Setting a lower version will likely include additional libraries in the APK that are absent on older devices, or may use older API methods that behave differently in terms of performance. There's an outside chance that one APK ends up with more performant memory layout and allocation, but that's something which is going to be very difficult to test and tweak.

  • Thanks for letting us know about this Wael-Alwasel I've corrected this for the next beta release.

    Do you actually need this permission? Prior to r169 it was included because a library we used added it, but it wasn't required. We removed it to get rid of unneeded permissions in exported games, but included an option to add it back in case it was critical to anyone's games. However, I'm not aware of any normal use case that would require it.

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Nepeo

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