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  • I am using Amazon S3 storage to serve dynamic images - Amazon allows for CORS.

  • I had generated the xCode project using Cordova and run the App on iPhone for testing purpose.

    The App successfully installed on the device. But I am facing following issues.

    Issues:

    1) Construct.net Platform generates code only for IOS version greater then 12

    2) When I tap on “Play” button the app relaunch again on the device. I tested this several times by exporting the code from construct.net platform but every time I face the same issue.

  • I noticed this post was 3 YEARS OLD... HAs anything been done to make it easier to get a game on STEAM (Steamworks) or are all theses "workarounds" still applicable?

  • Bull Bros Hyper-Casual Mania - V1.0 - Built in Construct 3. Itch and Scirra Arcade

    player.vimeo.com/video/381094680

    Tagged:

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  • Just checked it out... you are correct and this is the issue ALTHOUGH for some items it make a really nice effect. Thanks for helping resolve this.

  • Object A is pinned to Object B -- Object C is pinned to Object D -- Object E is pinned to Object F -- Object G is pinned to Object H

    Object A is pinned to Object B and does not move at all separate of B, it moves hand-in-glove with B in its SINE motion

    Object C is pinned to Object D and moves slightly in a rope-like fashion, it moves with D but offsets slightly in (D) its SINE motion

    Make sense? I will review your link.

  • BTW - all are set to position and angle (none are set to rope)

  • I have several objects pinned to another object. Each "pinned" object is pinned to its own separate object target. In other words, no two objects are pinned to the same pin target.

    Some objects that are pinned have a smooth offset glide (almost like a rope-like setting)? While others are hard fast static. Can someone tell me why these are different and how to make the pinned object static (not gliding)?

    Tagged:

  • I know this an old post but I thought I would post some interesting results. I had an (On EVERY TICK) updating some text stats and in my game, the CPU usage was running between 19-25% consistently. I changed the updates to EVERY 0.5 SECONDS and the usage went down to 8-10% consistently. Just with that simple single change. Thanks for the info.

  • As a followup - does anyone know of any issues if user is not connected (when dynamically loading an image)? I just want to make sure the respective OS doesn't kick in with some type of error outside of the game. Of course I will test, but I don't have access to all (iOS, web, Android, etc) platforms and thought I would ask. I realize the local image will load, if the dynamic one is unaccessible, but just trying to keep the ux seamless. Thoughts?

  • Should this type of "initiation happen ON START OF LAYOUT at the very beginning? I have other set-up code and this seems to interfere with that a bit. I know thats vague, but what is the best practice in terms of loading dynamic data?

    1) At the very beginning before the local assets load and set-up?

    or

    2) After the local assets and set-up has completed?

    or other?

    Thank you for the replies - these were very helpful.

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nettemple

Member since 8 May, 2018

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