mOOnpunk's Recent Forum Activity

  • Releases never have the same number, so if a beta is r120 and they release a stable it will be r121. The next beta would be r122. Releases are always incremental regardless of if that release is deemed stable or beta.

    You can open you project in any version, beta or stable, the same or later as the release it was saved in but not prior to that, as a later version might have code changed or might support new features which are not in the earlier releases.

    Keep in mind that beta is beta for a reason and that if you are worried a new version will break your game you should stick to stable builds, or at least always have backups.

  • Ah yes, solid 60fps now.

    I think a game like this exists called "gratuitous space battles".

  • Nice idea for a game, but the demo runs slow on my computer, very choppy.

  • As a hot fix, rather than doing "once the TIME of the game = X seconds", you could get the time when the frame starts and go by that instead like -

    on start of layout, set creatures variable "myStartTime" to current game time + X seconds.

    If create "Sleep"

    and creatures "myStartTime" is <= current game time, set state to "Awake"

  • >...

    Did you try disabling the text update every tick? that helped a lot for me.

    Wish there was some way that Construct could auto generate a sprite font. Tiresome doing it in 3rd party apps and importing over and over when you wanna tweak sizes, color style etc.

    I rarely use text object at all anymore except for debug purpose.

    Don't know if it helps but the new c3 runtime renders text object to the canvas like sprite font (they use the same code now) so theres no longer any overheads or disadvantages to using it.

  • You use put the user name inside [ ]

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  • Really nice platformer. Hope it does well for you. Are you using the Pico-8 colour palette?

  • No, but there is a new tween plugin "Tweeen" which does.

    https://www.construct.net/wf/make-games/addons/163/tweeen

    Haven't used it myself.

  • From what i understand from a coding standpoint it should be seamless and the c3 runtime should behave like the c2 one.

    I recently switched my project over and it also broke it. In my case it turned out that under c3 runtime comparing opacity was not working. I filed a bug report and its been fixed for next release.

    Its a pain but the quickest way to get the new runtime to a stable release is to try to figure out why your game isn't working and file a bug report so it can be fixed, and considering all the features are now complete its just a matter of fixing those remaining bugs. The new c3 runtime debugger helps.

  • ...So, the only solution I can think of is to pain ass my way by opening a second window of C3 of my project and remove all of Lite Tween's ACEs. Then use my first window of C3 as a reference to where I have to add it back in. In theory this could work. Wish me luck!

    Thats exactly what i spent the last 2 weeks doing. Removing the two 3rd party plugins Litetween (reproduced with events) and localisation 18N (making my own with dictionary json file).

    It was a real pain but on the upside i found a few annoying bugs i managed to fix along the way and my games cpu usage under the c3 runtime dropped from 30% to 19% with now solid 60fps.

    The next problem is that the c3 runtime has broken my game in places and i can't yet work out why because the new c3 runtime debugger causes extreme lag.

  • I had relied on a 3rd party plugin to handle localisation but i'm in the process of removing all 3rd party plugins from my project so it works with the new c3 runtime.

    I created this test of doing it myself with a dictionary json file and text objects in families.

    https://www.dropbox.com/s/ottass2ku1lt23x/CustomMultiLangSupport.c3p?dl=0

    It works fine and easily supports variables in the text.

    Has anyone come up with any simpler solutions?

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mOOnpunk

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