GeoffB's Recent Forum Activity

  • I'm not 100% sure what you're trying to do, but you can set the origin point of the DrawingCanvas object to be the center. Look in the properties bar with the object selected.

    As for the performance impact of pinning bullets to rotating objects, it's quite negligible. I built a quick test (https://www.dropbox.com/t/9HfkgCmcjXaYLlPN) and could get to 4500 instances before the frame rate drops below 60. Obviously this will vary based on the PC's specs, but for most games this number should be way more than needed.

    It's also worth noting that in my test, the create and destroy actions have a bigger impact on performance than the actual pinning. This may be the case for you as well, in which case you should look into object pooling.

  • Here's a quick c3p I did: dropbox.com/t/TP5La4d5jr3lhA0V

    I'm sure there are ways to improve the effect and/or performance, but this should be a good starting point.

  • Hi Mikal, thank you for your efforts in maintaining this plugin!

    I'm struggling with something which I thought would be dead simple, and I'm hoping you can help. I'm trying to pin a Construct-based sprite (or any object, really), to a Spine bone. Like putting a hat on the head bone and ensuring it matches its X, Y, and Rotation.

    Is this possible? I'm trying to avoid setting up all of the sprites within Spine itself, as I need to be able to use any object in Construct as a pinned object.

  • This is a simplified version of my implementation. Shouldn't create any dots or unwanted behaviour.

    https://www.dropbox.com/t/upPGc4k1wuHPLSUv

  • Use the Browser object's Request Fullscreen action. You might have to call it as an input response.

  • I feel your frustration. My solution was to draw a circle at every "break", setting its diameter to the width of the brush.

  • dop2000 this is a bit of a revelation! I'm building a similar setup to OP, currently passing URL params back and forth which is fine, but not exactly convenient.

    Ashley can you comment on this "hack"? Obviously undocumented features should be avoided at all costs, but are there any issues or caveats you foresee if one were to use this method to share data across apps?

  • This is a common issue among new users. Basically what's happening is the first event runs and sets the music to 0. But the second event will also run (afterwards), see that the music is 0, and then set it to 1.

    So both events are technically running correctly.

    There are a lot of ways to handle this. For simplicity, I suggest breaking it into two parts in a single event:

    1: On M pressed, set music to 1-music. (this way 1 becomes 0, and 0 becomes 1)

    2: If music = 1, do "enable actions". Else, do "disable actions"

    I'm getting the same errors. I wonder if this a build server issue?

  • There is already a feature for this: construct.net/en/make-games/manuals/construct-3/interface/file-editors/array-editor

    The same applies for dictionaries. Just import the project file via AJAX, and away you go!

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  • You need to use "for each CommieMinnak". This will check each individual object for its angle and set accordingly.

  • Jumping in here because I've been using Remote Preview for ages and I'd also love to know how to optimise it. I have the same setup as you: computer with Ethernet and phone on Wifi. Oddly, my old Huawei P10 Lite loads the preview muuuuuch faster than my Samsung Note 9, so I suspect there's something that can be set on the phone itself to improve speeds.

    For what it's worth, though, I've found that for tweaking user interactions, setting up some debug sliders and whatnot in the game itself is very useful and makes for quicker testing. Not really a solution to this problem, but good practise for speeding up testing.

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GeoffB

Member since 15 Jan, 2019

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