Nepeo's Recent Forum Activity

  • All of these JS based crypto-mining libraries cost more to run than they make, the trick being that the person making the money isn't the one paying the electricity bill. The user pays the electricity bill, and the developer gets the cash.

    Normally they are run in a separate process, so they might not directly slow down the game if it's not using all the CPU cores ( most games don't ). However, they do put a lot of pressure on the CPU and generate a lot of heat. Which can cause the CPU to throttle, slowing itself down so that it doesn't overheat and fail.

    You can normally pick out websites doing this, as your CPU fan will spin up. But I expect users will just blame the game for being inefficient.

    As a form of monetization they are particularly unpleasant, as users often don't know it's happening and the developer is effectively just draining their money (inefficiently). Add in the environmental damage of the electricity used and this isn't going to win you any fans. I've no idea how much money you'd make per user, but it can't be much.

  • Hah yeah it's perhaps not the easiest introduction to procedural generation! Did you make any progress?

    I've been thinking about how I would go about doing this, which is perhaps not the simplest way but I guess you could remove/modify some steps to make them simpler.

    For positioning there's a technique I've been trying out recently called "Poisson disc sampling" which allows you to randomly place objects in an area, but ensure they aren't too close to each other. Here is a good animated explanation of how it works. There's also this video by Sebastian Lague.

    I plumbed some of my code into an example project for you to take a look at. I used inline JavaScript to do the Poisson instead of event sheets, hopefully that isn't too scary. For the other parts I used normal events, as scripting doesn't have access to some of the properties we need.

    For planets I used round(random(min, max)) to get a count, then placed them at a random distance/angle from the star. We have a behaviour called "Orbit" that makes them move, and "pinned" it to the star so it follows it. Then used more random calculations for the properties.

    Naming things is a little more complicated, there's a technique called Markov Chains which can be used for this. I've never written one but it looks quite easy, you can hold the name fragments in an array. There's a built in tool called the "array editor" which can be used to create and edit array files, which you can then load into an array object at runtime.

    As you can see quite a lot of this can be done without arrays, you can just use loops and local variables. If you want your code to be able to show the relations between planetary systems, suns, planets, moons you might have to create an array for lookups.

    There's plenty more that can be done from the demo project, hopefully it shows you enough to figure out the rest.

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  • Glad to hear. Have fun and let us know if you have any feedback. Bear in mind that both the feature and documentation are still beta at the moment.

  • Hey sizcoz that's great news! I guess it included a fix for something.

    LukeW The condition is in the next release.

  • Not sure if you've found it yet but the scripting documentation tells you how to do this.

    You can get a reference to the object class with

    const Sprite = runtime.objects.Sprite; // Sprite object class
    const first = Sprite.getFirstInstance(); // first instance of Sprite
    const instances = Sprite.getAllInstances(); // all instances of Sprite
    

    Not all types have full interfaces yet, the ones that so are listed under the "Plugin interfaces" section in the documentation menu. However, there are a set of common methods for object classes and instances that exist for doing things like creating new instances, destroying old ones and moving them around the layout.

  • I've updated the construct-mobile-ads plugin to use the latest version of the Admob SDK. Due to requirements for the SDK changing it requires a C3 release so you should be able to see the change when the next release goes out. While I was at it I also added in a new condition for checking if the device is in the EEA.

  • Had a quick look at the code and it doesn't look like we've written an JS interface for the video plugin yet. You could create a eventsheet function that sets the src for the video and then call that from JS with the src?

  • A minimal replication on the issue tracker would be appreciated, as it hasn't been reported yet.

    Generally it's not that useful posting crash reports on the release notes. If the problem is common then posting a brief description of it with a link to an issue on the bug tracker can be useful to point other users our reponses. That way they can find the status of the issue and find out when it's resolved.

  • Have you looked at the Instant hit laser example?

  • Thanks for the confirmation stratosapo

  • Hey I've published a new version of the Google play dependency to the build server, which should resolve this problem. If you could take a look and make sure it's working for you that would be appreciated.

  • The log which the export shows isn't a crash, it's the build log from the server. Most of the information on it isn't created by our code but by the tool we use. When there is a failure it generally only shows the step that failed and not the reason.

    Most of the log is noise, except for the line

    Task :app:transformDexArchiveWithExternalLibsDexMergerForRelease FAILED

    transformDexArchiveWithExternalLibsDexMergerForRelease is the step responsible for merging compiled DEX files together, for some reason it failed but it doesn't tell us why. By building the project myself in Android studio I can inspect the reason for this step failing.

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Nepeo

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