Aurel's Forum Posts

  • Everyone else, I've attached an updated lag test that you can use to test on your own machines. Bonus points for attaching to your games ( Aurel I'm looking at you )

    Alright, will do tomorrow and see what happens!

  • Same here, thank you very much for taking the time to post the screenshot!

  • That's very good news! : ))

    Thanks for the update , much appreciated!

  • (the game is based on a 1280x720 resolution but uses 1080p assets.

    So you can set the fullscreen scaling to "low" for some parts, and to "high" for others, at the start of the layouts or depending on the FPS variable. This can be found in the System action pannel)

  • skelooth Yep, I've done that! And not only with tails of 5-10 pixels, much more to be sure : )

    It doesn't have any negative effect when the projectiles come from the player, but enlarging the hitboxes for the enemies weapons makes the game much harder, of course.

    megatronx Only cutscenes runs on high quality, all the "real" game runs in low quality already to max the perfs. It feels like a 720p only game, but with some "sharpen" photoshop effects on the GUI, it looks pretty ok even for graphic nazis.

    That said, instead of asking to the player to change his graphic settings if the game drops under 45fps, I could autoswitch like you do, and then bring back the high settings if the game runs smoothly for a long enough time.

    That's a very good idea, thank you!

    Note: I feel like I'm hijacking the thread, I'll now shut up for a bit and let sqiddster and Ashley continue ; )

  • skelooth Thanks for your post. Yes, I've been told about that method, all the coders around me at the office are implementing their collisions this way for their game engines. But as a C2 user and total noob in maths, I don't have any clue on how to do this, sadly : )

    EDIT: oh, and about using Box2D... well, the game don't use any physics for now, so that would mean to recode all the collisions, no? If you're sure the collisions by vectors are handled by Box2D, maybe I could do that. That seems a lot of work, but maybe less than facing angry Steam users one by one... : )

  • I would gladly bring my "please adujst your graphic settings!" at 30 fps for the slow systems. That would be perfectly normal : )

    But triggering it and losing some collisions as soon as 45FPS is quite a surprise.

    It only happens on fast objects like gun bullets or spaceships with boost, but it can break the game very quickly.

    (ex: if a trigger is skipped on the track because the ship is coming too fast.)

    Being fast paced is the whole point of a racing game, so I really can't slow some of the game elements.

    For now, I'm applying the design advices I've read on the forum and it should be ok: making GIANT triggers objects, big hitboxes everywhere I can, " *dt " where it's needed, and around 45fps I set timescale to 0.8 and show the warning message.

    But I know I'll still see some bullets and ships passing trough the walls from time to time, and that's a bit scary for the game release ^^!

  • Just wanted to say I've the same problem with my game. It's unplayable under 45 fps (different high jump / lots of collision skipped / big lag in controls)

    Sadly, same here.

    45 fps sounds like a good framerate, but I just had to add a *warning message* in the game if the FPS counter drops under 45 so the player adjust his graphical settings.

    A lot of collisions are skipped at 45 fps, and you just can"t have massive hitboxes on everything (ex: gun bullets)

  • ArcadEd Thanks, my account manager at Nintendo can't give me access to it, but I just contacted the NOA support team.

    Hopefully they will help me on this.

  • I only have access to the newsgroups. Is there something else, like a real, modern forum like the C2 one?

    That would be fantastic, and that would explain why I'm having troubles to find Construct devs friends on the newsgroups.

    I'll ask Nintendo then, no problem.

    That's probably my fault, I got accepted months ago, but because of the PC version, I'm only starting the WiiU optimization process.

    I may have skipped an e-mail at this time, and only focused on the newsgroups as it was the only thing available when I was making Nintendo DS games a long time ago.

    Thanks a lot for the answer Ashley! Much appreciated.

  • Thanks for your answers.

    jayderyu Well, unfortunately I don't see much people using C2 there. The Nintendo Web Framework is based on HTML5, not only on Construct, so the few users are talking about "real" code here. (Which sounds like moonspeak to me)

    DuckfaceNinja Yep, let's try the magic "@" spell! Tom + Ashley = ? : )

    Aphrodite That would be very nice, but sadly I don't think they will re-organize their newsgroups just for a few users.

    (nice Wonderboy 6 avatar, BTW!)

  • Hi everyone!

    A few member of the C2 forum are developing games for WiiU, but can't get much info on best practice or how to optimize for WiiU because of the NDAs.

    The official Nintendo way is kind of a dead end, the HTML5 Nintendo Web Framework being only used by a very, very few devs. 99% of the talks on their newsgroup are related to more conventional tools. And the 1% left uses HTML5, but not Construct.

    I'm in dying need of advices for the Penelope WiiU port, and having somewhere to discuss would really, really helps.

    Would it be too risky to create a dedicated space? (stricly private, under NDA, only for people with proof of being official WiiU developers)

    Thanks!

    PS: please, if you're not already a WiiU official developer, don't use this thread to discuss WiiU developement. You won't get answers, nothing can be explained in public without Scirra getting troubles. Thanks for them : )

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  • Ashley The super smart WebGL shaders support is actually what made me jump from Gamemaker to C2!

    I launched C2 for the first time, quiclky added an effect on the top layer, and was blown away by how it easy it was.

    This was a great, great new feature, and is always a huge success when I show it to other devs, might they use Unity, GM or XNA.

    Please do not consider it as a minor update, for experienced graphic artists, this is really (one of) the strongest feature of C2!

  • Fantastic.

    Thanks a lot for being so reactive!

    EDIT: (new page! Node Webkit update with fix! Happy end incoming! Exclamation marks!)

  • sqiddster hi there!

    So, yeah, sounds definitely like a habit. I used to be a graphic artist on many games before, and my co-workers always asked me to do things that way for previous projects. Some games I made were for Nintendo DS and other old mobile phones like old Nokia ones, so i guess the "particles are lighter thanks to no collisions handled" only applied in this time OR in particular cases where the CPU perfs are very very low.

    This is my very first HTML5 game, so I guess it's only a habit, with no particular reason now.

    Airscape features many cool visual effects, and seems to run in a very smooth way, after all : )