Anonnymitet's Forum Posts

  • tunepunk I will.

    And to clarify. The game I posted is compiled with the old cocoon cloud and not the new cocoon.io which seems to be much faster than the old one.

  • ldiebold Nice of you to share the solution

    Goood luck with your project!

  • People don't see the importance of optimising their code. It's easy to get things run smoothly on a PC, but every single % of CPU counts on Mobile. I was struggling with the same problem in my early stages of development, but as I learnt many tricks along the way my game now runs super smooth on mid range phones as well, even if my game is isometric multiplayer with Z ordering & collissions and tons of objecs on in the layout.

    Many people just assume that if the game works on your desktop it will work on their phone, and are blaming the wrapper for bad performance. Usually it's bad code and lack of optimisation.

    There are some tutorials and tips on the site on how to get your performance up, but i think the main issue is the lack of general knowledge on how the event system works that people just assume that it will work on phones as well.

    I think we would see a lot of more good C2 made games with good performance on various app stores if people knew what they were doing, instead of blaming wrappers/C2 and ditching their projects.

    Some more general "good practice" tutorials would be nice working with the event system, and understanding of how code actually works. It's easy to make things happen in C2, but it's hard to make them happen efficiently.

    I agree with this. Based on most complaints here the common problem seems to be physics. Almost everyone posting issues is using physics in the game so maybe physic based games are too demanding for low-mid level mobile devices atm.

    I haven't done mobile games in a while. But this is the first game I ever made in C2 and it ran pretty good on most devices then. Exported with the old cocoon cloud with the flashing splash screen <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> I have no idea on how it runs now so feel free to try it on an older device.

    https://play.google.com/store/apps/deta ... appz.dropz

    I am testing the new cocoon.io and comparing it to the XDK export right now to see how big of a problem the performance is.

  • 3 weeks of my life has been successfully wasted

    Not at all. This is a very good tool for those who are new to plugins.

    I must say that I'm impressed with your work. You're only 15 and is already making games and plugins. Wish I knew about programming and game making when I was 15

    Keep up the good work!

  • I like the art

    I tried the game but didn't really understand what to do. Then the game spawned more and more players so after a while I had an army of players to control on the screen

  • grigrizljac Store your keystore file on a usb or dropbox so you can access it from anywhere

  • I think it's a feather pencil not a sword. And maybe he draws in the air to summon stuff.

    Edit: Just saw that marcorocco explained the gif with the exact same explanation "Here's an attack demo where the user draws into the air and summons thoughts from his mind"

    Foreword:

    This guide only applies to Windows 32-bit exports (win32). I imagine a similar procedure would work for the other exporters, but I don't have a mac platform available, and I don't have time to go thru this on linux.

    64 bit exports are going to jank; there is no 'older' version for them since 64 bit support is a recent development.

    To summarize: we are going to replace the new, 'jerky' version of node-webkit (0.11.1) with the older, more stable version (0.10.5) that shipped with the last stable, r184. If you wish to reverse this change later on, just reinstall 'nodewebkit-for-c2.exe'.

    A.

    I've updated to r190+...and all my node-webkit exports jank!

    You need an earlier version of node-webkit. Get it here:

    http://dl.node-webkit.org/v0.10.5/node- ... n-ia32.zip

      1. Extract 'node-webkit-v0.10.5-win-ia32.zip'. Inside are 8 files and a sub-solder "locales". Copy everything EXCEPT "locales", 'credits.html', and 'nwsnapshot.exe'. You should be copying 6 files. 2. Go to 'C:\Program Files\NodeWebkitForC2\win32'. Should be 7 files there. Select all files EXCEPT 'dxwebsetup.exe'. Delete them, and paste in the 6 files copied from "node-webkit-v0.10.5-win-ia32". 3. You're done! Bring up C2 and export a project as node-webkit. Then, go to the win32 subfolder for your exported project, and launch the '.exe' file with your project's name. It should run smooth as silk.

      NOTE: To re-iterate: 64 bit exports are going to jank; there is no 'older' version for them since 64 bit support is a recent development.

    B.

    I want to upgrade to r190+ from r184...but I don't want my node-webkit exports to jank...

      1. We're going to skip re-downloading the older node-webkit files, since you already have them. Go to 'C:\Program Files\Construct 2\exporters\html5\node-webkit', select everything in the folder, and press copy. 2. Now, create a folder called "Node-Webkit for C2 - r184" somewhere else, and paste the copied files into it. 3. Take a deep breath. Then, install 'construct2-r190-setup.exe' and 'nodewebkit-for-c2.exe'. 4. Back to "Node-Webkit for C2 - r184". Go to the subfolder 'win32'. Now, select everything here EXCEPT subfolder "locales" and copy it. You should be copying 7 files. 5. Go to 'C:\Program Files\NodeWebkitForC2\win32'. There should be 7 files in it. Select them all, delete them, and paste in the files copied from the r184 folder. 6. You're done! Bring up C2 and export a project as node-webkit. Then, go to the win32 subfolder for your exported project, and launch the '.exe' file with your project's name. It should run smooth as silk.

      NOTE: To re-iterate: 64 bit exports are going to jank; there is no 'older' version for them since 64 bit support is a recent development.

    Hopes this helps some people out. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I believe I followed this tutorial and managed to get it to work on both 64bit versions and linux+mac <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Colludium Glad that you added joystick support. I wanted to try it out but i get error 404 when clicking on the image in your signature.

    First it worked but was the wrong version and after deleting the cache it just gives the regular dropbox error screen.

    I'm working in construct v209 and my game and achievements seems to work fine with steam and greenworks plugin when I test the game? Is this a confirmed issue I've missed?

    Edit: But I realised that I use NW10.5 which is probably why it works I guess.

  • MadSpy True I'll see what I can do to make it work.

    But seems like everyone figures it out straight away. Even my girlfriend beat all levels easily and she never plays games so I might bring up the difficulty soon

  • New update. Added another short little cutscene. A little GoT reference in there <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Remember that you can press enter to skip to the next level

    https://dl.dropboxusercontent.com/u/100 ... index.html

    MadSpy I thought about that. But this game isn't for small kids so I hope it doesn't take too long before the player tries to jump on the head to kill him. I don't want to guide the players through the whole game. Instead by placing new enemies in a smart way the player can learn how each enemy work by their own.

    Or do you think I should have hints there?

  • j0schi Thanks. It's the standard title screen for the real game. Just added it to the teaser. I removed the animation of the logo. It was actually supposed to look like an old blinking neon sign

    I was thinking of Iron Sky yesterday but have actually not seen it. I'll take a look

    Do you think the difficulty is ok for the start of the game now? I tried to present the first enemy in a way that the player has to learn how to kill him to progress.

    The game will be quite challening down the road so the players get a sense of accomplishment beating a level and unlocking new characters and levels.

  • j0schi Tried it and almost got three stars on all levels. A few of them was really hard tho

    A really like the game and I think it would work really well with touch controls. And the art and general look feels professional.

    The only thing that bothered me was that if I tried to hit the ball to early the power bar didn't reach maximum and you had to hit the ball and wait for it to stop so you could hit again

    What software are you using to make the 3D assets? Or have you bought them?

    Anyhow, awesome job!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Added a couple of levels and the first enemy.

    https://dl.dropboxusercontent.com/u/100 ... index.html

    Press ENTER to go straight to the next level if you don't want to play the levels over and over again to get to the new ones <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">