BadMario's Recent Forum Activity

  • I make menu items large enough so they can be hit easier.

    For critical gameplay taps never use on tap, always use on any touch start with some other conditions to isolate what is being touched or on object touched/touching. These execute immediately.

    Looks like we typed the same thing at the same time

  • I can confirm that when exporting Construct 2 projects from Construct 3 text objects cause games to not load. Not always, but in my case at least 2/3 of all games tried failed to load on android phones and iphone

    I replaced all text objects with sprite fonts months ago and it fixed it.

    These were regular text objects. If used to show percentage loaded game would fail to load or at least show anything. If using a sprite font there ( loader layout ) it would load, but then layouts down the line would fail, so had to replace text with sprite fonts in all layouts.

  • int(yourpercentage*100)/100 should give you 2 decimal points

  • You have to include it yourself. Add it to the list of characters in sprite font property

  • Everybody charges more for monthly, that is perfectly normal. As for Scirra becoming "commercial" well, they are a business. There would be no Construct if they were not commercial.

    I personally have seen an increase of price of about 10 Euros for the annual subscription

    Could be Exchange rate fluctuation? Euro vs. British pound vs $, whatever the original pricing is in vs. everything else

  • You need to have that object in your layout in order to get its properties, so either drag and drop it into your layout, get the info you need at start of layout then destroy it. If you need to be able to access this info during actual gameplay or if it changes then you will have to keep it in your layout, just hide it at something like X -5555, Y -5555.

    If you are using an ObjectBank layout ( not necessary in my opinion ) you will have to load that layout first ( I think ) and get the info, save the info to a global variable probably,m then quickly unload that layout and proceed to game, or create the necessary objects in your current layout to get the info, .

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    I have some simpler games with close to 1000 events and a really nice top down racing game complete with only about 375 events. I am sure those simpler games could be done in fewer than 500 events too, but I like to use my own events instead of behaviors whenever it makes sense ( doesn't take too much time ).

    So yeah, 500 in the free version would pretty much be free Construct for 90%+ of developers

  • Apply impulse at angle angle(Touch.X,Touch.Y,sprite.X,sprite.Y)

  • Isn't the pin behavior basically the same thing, only in a form of a behavior?

    Well, same logic should work even if you use pin behavior

  • give each text and each sprite an instance variable like which = 1 ( from 1 to 10 )

    Then do for each sprite, add subevent if text.which = sprite.which text.setposition Sprite.X and Sprite.Y ( + whatever offset you need to cernter it, if any )

  • Delta time just makes sure ( and even that not necessarily always correctly ) that your objects move the exact same distance in pixels within the same amount of time, but it does not guarantee smoothness of movement.

    And I don't get exactly if this is part of physics ( seems according to your posts ), but it seem like it should be TouchPower = not *. Also you need to multiply distance difference by 60 and then multiply the result of that by dt

  • 200MB of RAM should work fine. I still work on my games in Construct2 and sometimes use Construct3 to export games. 1/2 of my games have encounterd problems of this kind and while with one game it was clearly RAM issue with the others it was not ( that game was 450mb when exported from Construct2 and 700mb when exported from Construct 3 )

    Anyway For games done or started in Construct2 and imported into Construct3:

    Removing text objects solved the issue in most cases. Used sprite fonts instead.

    Sometimes images larger than 2048 caused crashes

    Unchecking preload sounds and preloading them when your loader layout shows helps with "staring at the long black screen" syndrome while things load.

    Also the fade behavior did not work properly in the pre-loader layout ( works fine in other layouts ) and I had to do my own fade in/out using events.

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BadMario

Member since 3 Sep, 2015

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