CGApps's Forum Posts

  • 3 posts
  • Sorry for my ignorance but if you successfully receive a authTicket following a getAuthTicketForWebApi does this confirm the user owns/purchased the app? and how is this related to steam's 'CheckAppOwnership' API?

    Also, with family sharing if a different family member owns the app will that family member successfully return a authTicket?

    Finally if a 'Get auth ticket for web API' fails to be obtained, does this definitely imply the owner or family do not own the app or could there be other reasons for such a fail?

    Thanks.

  • Thanks. Do you mean own particle system using sprites with bullet and fade? It's to generate fire and smoke effect so would this be far more cpu intensive to be able to move that many particles back and forth and pasting on canvas every tick? The game is already hitting fairly high CPU usage so been trying to be as efficient as possible moving forward! The open feature request for 2 cameras would certainly be a great option!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I really hope someone can figure this out as I have hit a wall!

    I have a split screen two player game and use the method of using a canvas and every tick pasting all objects on the canvas after setting their position using the distance between the two players and then resetting their position back again.

    It works perfectly for all objects except particles. This is obviously because once a particle has been emitted it is no longer controllable. Of course you can set the particle emitter position but this will not result in the particles being pasted on the canvas.

    I assume there must be a way to achieve the same thing such as moving an entire layer to match the distance between the two players but thus far I cannot seem to get anything to work.

    Any ideas please?

  • 3 posts