Allchix's Forum Posts

  • UPDATE: Ok, so only the debug mode seems to get hit by the FPS drop. I know that the debug mode needs more resources but it still ran with 60FPS this morning. But anyway, I can live with a fluent game in normal mode and a laggy debugger.

    Hello,

    this morning my game ran without a prob at 60 FPS, I saved and closed the file. Now I wanted to continue working on it but noticed that the FPS dropped to 40-50 without me changing anything. I tried to restart my laptop, cleared my browser cache and cookies, tried to run it in node-webkit. No improvement what so ever. My game is very CPU light, since it is going to be for mobiles. As I said, I didnt have this problem this morning and constantly tested my game before.

    Only plugin I use is for Spriter and Construct 2 version 170

    My rig:

    Intel I7-4700MQ

    16GB RAM

    Nvidia Geforce GTX 770M, Intel HD Graphics 4600

    Windows 8.1

    performance picture: dropbox.com/s/hp3vvvxaye3izbs/performance.jpg

    Does anyone have any idea? I mean something must have changed!

  • Thanks to all the smart people here and on github who try to make this plugin work now. You are awesome and it is highly appreciated what you do!

  • I too get an error when I try to run the capx.

    But not only that, I just compiled my project ( like I did many times before ) and now chrome is telling me that the file is harmful and deletes it when I try to download it from the ludei email link.

    EDIT: Now my project is not working either when I test it in construct 2, lots of error messages. Everything worked fine before.

    What a shame, I was actually hyped for a sec

  • Hello Brashmonkey,

    any chance we can get a flash behaviour for spriter animations like the one which is already implemented in construct 2? Its a neat effect to make a characters flash after they took damage.

    Thank you

  • The dummy layout thing is a very good idea.

    But is there a way to modify the z-order if you place all sprites on a dummy layout instead of the correct one?

  • I dont want to be disrespectful, but if I may speak my mind. Your game is a flappy bird clone, that can be done easily by anyone with the new tutorial in construct 2. Also you want someone else to do all the artwork, so what would the artist need you for? What kind of profit split are you expecting? 75% for the arist, 25% for you? Or the other way around?

  • Hello ArcaEd, thanks alot for this course. I bet you are helping a lot of people out with this lesson (including me).

    Do you also plan on showing how to actually publish a game for android/ IOS? Or just how to monitize it once it IS online? I think there is a lot of confusion on how to actually publish a game juding on forum posts, especially for IOS.

    My applologies if there is a tutorial for that already, I didnt inform myself in that regard too well so far, since my game is still in developement as yet. I just thought I might enquire about publishing, since your topic is related.

    Thank you =)

  • Nutzaboutpoker

    Neither I nor other members of my group lied to nintendo.

    On the form, bring applications and games designed, we communicate our goals, our resources and our projects.

    And we admitted.

    We introduce ourselves as an developer games online group in formularrio Nintendo and they agreed.

    Besides this the phone conversation held with them, plus they asked us about our latest project. And all this was achieved with a free license. Now I understand, there is perhaps envy this.

    Envy? You ask us for money dude, and you say that?

    I just googled your game' Petty Planet First Land ' and to me it lookes like you made it with construct 2 because you are using the clay.io plugin and you are selling it. Yet you are saying you only have a free version of construct 2, which prohibits commerial use.

    I am puzzled here.

  • So, since my upcoming games wont have adds but only IAP, I focus on 512+ MB RAM phones. I just assume that everyone who still has a phone below 512 RAM is either not interested in playing on their phone, or wont spend any money on IAP.

    Since Cocoonjs has great overall performance, but bad RAM management, I think the real question here is, how much RAM can my game occupy, before I start loosing the market share, I am interested in.

    Therefore, why don't we collect real life phone data, where people state how much free RAM a:

    1. 128 RAM phone has

    2. 256 RAM phone has

    etc etc

    Then we can combine:

    • Free ram per phone generation
    • market share of phone generation
    • how much ram can my game use before i start loosing such and such % market share
  • You are not asking for too much, if anything youre asking for exactly the right^^

    So, there are dropbox and google drive tutorials, but i tried them both and they are outdated and dont work.

    Here is a method for google drive that work, i tested it last week:

    www(x).scirra.com/forum/how-to-upload-your-game-to-google-drive_topic78604.html

    Remove x

  • hey mate, is that your whole, publish ready game file as capx? this is a great community, but its so dangerous what you are doing. did you publish it somewhere already to prove that youre the owner? Better remove the link, offer a demo, and when someone wants to help you, send them the whole game link.

  • If you want to make money with your game, i would recomment not going above 150mb ram. Till 150 is fine. Thats still 75% of the market. Less is nearly impossible with cocoonjs, except if you intend to publish an endless runner with one background and a one track sound loop.

    As guideline: My game is 9mb when exported to cocoonjs, 17mb as app. Memory usage 120mb ram.

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  • lucid - I still have the issue where my nodewebkit exports don't show the animations. I know they are there, as I have things spawning on their location, but they are not visible. And as someone else here exported the exact same capx and it works fine.

    So, any ideas what could be going wrong? Is there some setting somewhere that might be causing this? It's been like this the last 3 betas and nothing I have tried seems to work.

    Tobye

    Hi Tobye,

    I had the same problem as you. My spriter animations worked in preview for chrome and node web-kid, but not when I exported.

    For some reason the issue got resolved, when I put something into the "starting entity" and "starting animation". I dont know why exactly, because I only filled those fields for one of my characters, and even with a wrong starting entity, but suddenly my sprites where there when I exported.

    I would suggest that you do the same. Just mess around abit, and export your project a few times.

    Ah and dont tick minify script when you export ( at least I read that somewhere).

    I hope that helps

  • Why dont you just ask ashley to publish it here rather than on amazon? Maybe youre intentions are good, but at the moment you are selling someone elses property. Cant you easily get sued for that? I find it quite dangerous that you just did that without consent.

  • EDIT: Here, I made you a capx, as requested. I was always lost with vague answers when I was new to construct 2 and capx helped me most.

    I made you a yellow sprite with a instant variable, there you can set the time for each level. as soon as you touch the red sprite ( the goal), the remaining time will add to your coins.

    https:[x]//www.dropbox.com/s/ih9wxal4f4c5h7a/TimeToCoints.capx

    remove [x]