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  • I rather weird demand to be honest.

    This is a Web-Based Engine. (Online Engine, basically).

    Is there any guarantee that any Online Game for example will return you anything once their servers shutdown? That users will still have access to all the content they purchased throughout the years which in summary quite often would be likely more expensive than the overall cost you mentioned for Construct? There is no guarantees there and here shouldn't be any as well.

    If everyone uses the engine, everyone buy subscription and company has enough to continue at least supporting it. The more money they earn, the better future this engine will see. If everyone just slowly abandon the engine and stop buying subscription then there is no real need to continue supporting it anyway. Sure there will be some dedicated users & some nostalgia comebacks, but by the time they will all have it coming. You can always tell when Online Product is about to die.

    Scirra grows right now. Engine is now not only for ethusiasts & hobbyists, but now they make incredible focus on education which is a very solid direction. You have nothing to worry about.

    We're sailing steadily on the fore wind.

  • Most likely they will give everyone who already has subscription full access to Construct 4. So people can jump between Construct 3 & Construct 4 until one is stable enough so people can abandon Construct 3.

    Also there should be a very good reason for C3 to end! New engines aren't released for the sake of sequel. Construct Classic was like a proof of concept & Construct 2 a mature version of that concept. Construct 3 have taken that in the direction Scirra Team always was going for, solidified their ground.

    And now with a clear path ahead it is hard to imagine Construct 3 being replaced anytime soon.

    In my opinion the only reason for Construct 4 is expansion of Scirra Team which will allow them to finally have full 3D support. It will likely have two runtimes same as Construct 3 - Legacy 2D runtime & New 3D runtime.

    After some time support of 2D runtime will end, but it will be good enough so all C3 projects will be able to run on it.

  • This would go against the very reason of having containers in the first place.

    So as suggested, rendering object "invisible" & disabling collusions would be the best solution.

  • You should start using Families in your project, because you have too much repetetive code. It will simplify your work & make it far more manageable.

    If BonusStage events are included in Game events then it is likely there is a conflict between the two.

    For objects like this I would recommend to create a family, let's call it "Gateway" and include there sprites you want to use for such purpose. There in "Gateway" create a variable e.g "SendToLayout" and write there the name of the layout for each "Gateway" object.

    Example: Sprite "Bell" has in SendToLayout: "BonusStage"

    All you need to trigger this in events

    P.S You should probably disable Solid on object your character supposed to hit or make offset collusion if there is some good reason for it to remain solid.

    P.S.S Really advise to learn families. My "gateway" example is superficial use of the family. In fact, you could make all of your interactable object under one family with few extra variables.

  • applern

    mid((Browser.ExecJS("Date()")),3,13)

  • left((Browser.ExecJS("Date()")),16)

    This will retrieve first 16 symbols from the left side of the string which will show Day of the Week, Month, Day & Year.

  • ibiz

    General performance tips apply here as well.

    How large are your Spriter files?

    Each of them will consume memory. For the same reason you don't want highest resolution images & top-quality sounds in your game, you should avoid using large Spriter files. Try to avoid creating repetetive animations & use as less bones as you can.

    How large are your bones? (awkward)

    Bones are only Sprites with images. Larger images - more memory is wasted.

    Which method of export to use?

    If you need better optimization and your bones should have from little to zero customization - use individual sprite export method. (See more on the first page of this topic)

    If you're making game for desktop/consoles or want some customization - use each bone as individual sprite. (Check videos on youtube)

    That's it -_-

    So the short answer: Yes, number of bones affects the performance.

  • Did a lot of great stuff with Spriter for last few months. It is truly the powerhouse of my project and it wouldn't be possible without you -_-

    Also important bug comeback report: Spriter freezes the project if I try to restart or change the layout. Would be amazing if you fixed that, because I can't implement Level Transition feature without it :)

  • shammis Don't recall this plugin having such feature.

    You could create one static variable that would contain scale number.

    Then change only this variable and apply it to all necessary layers.

    Use lerp() if you want it be smooth.

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  • You're doing god's work, sir!

    Thank you a lot!

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XpMonster

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