R0J0hound's Forum Posts

  • Put both objects at 100% opacity on a layer, and set the layer to 50% opacity.

  • Chome updated so that audio cannot play without a click or tap first. This broke audio in c2 games as well as html5 games everywhere. About 5 versions ago c2 included a fix, but a tap or click is still needed.

    Maybe Firefox followed suit with chrome. Idk.

    In short you need the latest c2 to for audio to work in the latest chrome. The game still need a tap or click first though.

    Audio will work as before if you use older versions of c2 before the fix with older versions of chrome before the change.

    At least that’s my understanding.

  • They deleted all private messages on the 4th of this month. It's in response to the GDPR. I believe it simplifies Scirra's compliance by having all communication between users as public.

    There was a post by Tom about it a few weeks ago. Also he mentioned it again in one of the website issues topics. I'm having no luck finding it though, there is no search on the new forum, and a google search didn't yield anything on the new site, so ehh.

  • You can probably do it with multiple physics objects connected with joints.

    Bare basics would be a two wheels connected with pivot joints to a frame. Acceleration could be done by applying a torque to the wheels which would cause forward motion when in contact with the ground due to friction.

    There are at least three physics behaviors to use. One bundled with C2, and two third party (one isn't free).

  • It was ported to Unity.

    You didn't read the link. It wasn't.

  • It means that number is repeated x amount of times.

    So 44x5 is the same as 44,44,44,44,44. It makes the json file smaller.

  • Here�s the link explaining how they did it:

    seaven-studio.com/bringing-the-next-penelope-to-switch

    Basically they took the exported game and made their own runtime to run it instead of the c2 one. Chowden is similar, but they go from the capx to the export.

  • zenox98

    Ah cool, that works. Didn't know it was you that replied. I was on my phone and the layout seems mangled so I can't read the usernames. So you are no longer anonymous now.

    On I side note, after a few posts and assuring that I am not a robot, I am actually having my doubts.

  • Nope, I'll probably go engineless. Presently I haven't been doing much coding at all.

    Since I only code for fun, things like maintaining previous projects fall by the wayside.

  • Is there a way to unfollow users?

  • Any new insight on that memory leak R0J0hound? I love this behavior a lot but unfortunately I'm experiencing a severe slowdown for the FPS over time, even when nothing is moving anymore in the scene..

    None since my last observation about it. Something that should be deleted isn't because something is keeping a reference to it so it's not being gc'd.

    Anyways consider all my plugins in their final state and won't be updated.

  • It’s not feasible for all broken links to be fixed, but if you reply to the topics with the broken links you’re interested in and the author is still around, they are usually happy to fix those when they get a chance. Most wont bother checking all their links to make sure they still work.

    Dropbox broke all their links about a year ago so that’s the main cause of broken links. The original authors would need to re share the file with a new link.

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  • Nothing obvious comes to mind. My testing when I made it was pretty limited, I never have used webview+ or canvas+.

    My guess is there's something with webgl or the canvas dom is a bit different between the two, or maybe the C2 runtime sets up the webgl state slightly different depending on which is used.

    I don't plan on working on the plugin anymore, so I don't have a fix or solution.

    cheers

  • OhhBaby

    I can't see your images.

  • Sprites are best for general purpose stuff. For animation they are a must unless you are willing to hide multiple objects and only show one at a time.

    If you have areas where a texture is repeated then a tiledbackground can be useful because it can render that as one object. If you need it animated that’s not what it’s for.

    If the objects are laid out in a grid you can look at the tilemap object. Again it’s not animated but it is faster than rendering multiple sprites, and collision detection is a bit faster with it.

    The rule of thumb is sprites are general purpose and the other objects are special purpose that are faster in some ways but less flexible.

    Other objects that may be useful:

    Spritesheet - lets you select a subrectangle of a texture to draw instead of the whole thing.

    Paster - lets you draw objects to it so you don’t have to redraw it every frame normally.

    Anyways if the game runs slow, the rendering of that many objects is the main bottleneck. You may just need to scale the amount of objects back.

    For the logic you can do

    Tree: myscale<1

    —- tree: set myscale to min(1, self.myscale+dt)

    Or whatever the variable name is.

    The condition only updates the trees that aren’t full grown, and stops at 1. Is that what you were after?