Lazernaut's Recent Forum Activity

  • My main PC is a desktop running an i7 7700 and a Geforce 1070. My laptop is an i7 ~8000-something with Intel Graphics and it seems to be the same for both of them. Perhaps it's using the CPU only in both cases? Is there a way to check this?

    Dunno if this screenshot might help. It was taken on my desktop:

    Attaching pictures on this forum seems utterly broken, so here's a link in case it doesn't work:

    dropbox.com/s/puwd1thvtfgog1l/2020-05-09%2016_14_02-Solaris%20Exploratio.png

  • It's draw calls, as that one goes really high. It's also why I thought I was doing something wrong. Or maybe it's just a side effect of all the filters and stuff?

  • I was wondering if I'm doing something wrong? I'm using the same technique as everyone else to make a light effect but just 1 sprite around the player eats between 10-30% of the CPU. Is this normal?

  • Hey everyone :) As part of Ludum Dare 46 Construct 3 was free. I took the chance to try my hand at building games again, after having not really done it in 10-15 years. It went far better than I expected so after LD46 was over I went and bought Construct 3, and polished the game into something I could be proud to release. And so my game is now officially out on Google Play. Just waiting for the review process, after which it'll be out on Steam as well. It's a tiny game so I don't expect much of it, but to me personally it's a huge deal.

    Hope you'll give it a go - feedback is most welcome.

  • Out of frustration I rewrote the whole thing and now it works. I'm sure I'd overlooked something basic, trying to fix a fix etc.

    In case others come across this thread in the future I'm posting my solution here. It's tested and works after exporting the project as an nw.js project.

  • I just tried creating a blank project with just a text field and LocalStorage, then export it as nw.js - it works, so it's something in my code I'm overlooking. I'll post screenshots, hold on.

  • I'm putting the final touches on my game and I have a highscore function. At first I built it with the LocalStorage object and it worked perfectly. Except, when I exported it as an nw.js project it stopped working.

    I read somewhere here that perhaps it'd be better to use the Dictonary. Coding the dictionary is slightly more straightforward than the LocalStorage on but the only save option I can find for the dictionary is downloading a .json file but this prompts the user to download the file. I need this to happen silently.

  • Perhaps you could use the persist behavior on them to make them remember? Otherwise you could maybe give them an instance variable called id. Then, when the layout starts, create the needed number of sprites, set their id incrementally (so the first one is 1, next one 2 etc.) and then save your information based on that id?

  • I would probably put an empty text box somewhere, and then change its text if the user pressed Enter and the text inputs are empty - if I understood you correctly :)

  • All I can think of is maybe multiply the number by a 1000 when storing it in the global variable. Then, when you set the text, use float(globalVariable/1000).

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  • Here are 2 possible solutions I could think of. I don't know your needs, but perhaps you can use this as an example to get what you want.

  • The box you see there is how Construct knows where the cat collides with the Solid. If you move the bottom of the box up a bit, the cat will rest closer to the ground.

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Lazernaut

Member since 19 Feb, 2013

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