cmr333's Recent Forum Activity

  • Hi, not sure if you're still having the problem. I also started working on a new game with Steam Deck in mind and I had same issue as yours at the start

    To solve it I added the Browser plugin and set the action to full screen (I did stretch scale outer if that makes any difference)

    On start of layout > request fullscreen

  • Please don't do this.

    Your future you will curse your present you forever.

    Why not? is it because of the organisation problems? if so then I prefer to have everything under one sheet because I use to code with multiple sheets in the past and then I started struggling to find the codes I made from before and also started making duplicate codes and started wondering why the game still worked the way it did even though I modified it etc.

    One sheet has been working great for me for months now, I just use CTRL + F to find what I need (I also use groups a lot). But I was considering to move the multiple sheets if single sheets caused performance loss.

  • _Yep.

    Thank you

  • Are you referring to the notification when you're testing the game that you get when you reference an object that is not in any layout and therefore can't spawn one?

  • Thank you.

    What if for example in the menu there was a code from the main game

    "every tick > animate random clouds"

    and there was no clouds object in the menu, only in the main game... so even then the game performance is still NOT affected? even though the code is saying "every tick" but there are no cloud objects.

    Thank you for your time.

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  • If I was to create a game only using one event sheet, would it affect performance?

    For example if the player was in the menu, all the coding for the entire game would be there too in the background even though there are no objects for it in the menu or variables that are in the menu, would it still affect performance?

  • Nepeo

  • How do I edit the Android manifest file when using the C3 official export to ADK?

    I need to add a code so that my game can be downloadable for Android TV's

    Thank you for your time

  • I thought all I had to do was add wide-screen 1080p mode with controller support on a normal Android game but I get the error on Google Play dev

    [quote:12ug9k0f]Doesn't support required feature <uses-feature>

    • android.hardware.faketouch

    How do I fix this and support Android TV? Because I spent hours adding controller and 2 player mode into my game, only to find out that my Android TV audience can't even download the game.

    Thank you for your time

    EDIT: I found out that I'm just supposed to turn that code into "False" but I don't know where to do that.

  • Same problem here

  • That type of thing sounds similar to what happens in the game Worms, and there are many threads about this game mechanic if you search.

    There is also this thread which has examples of pixel destructible terrain: https://www.scirra.com/forum/viewtopic.php?t=92929&start=0

    Maybe this is of use?

    Thanks, is there another example as I don't understand that one and how the user changed the radius size etc.

    But yeah exactly like Worms.

  • I don't know if you guys played Little Big Planet but on that game when you use the sponge material and use explosions on it, the sponge will create holes on the land (land made out of sponge)

    I want to do the same on C2 Engine, is it possible?

    Basically, I want to create land where it will create holes depending on the explosion size upon impact.

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cmr333

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Member since 27 May, 2012

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