Colludium's Forum Posts

  • Thank you SoldjahBoy! I am very pleased with the effect - add a little camera shake it'll look proper earth-shattering .

    To all - I'm at a crossroads in my design.... Simply put - should I have slopes or not.....? I'm thinking that the current test/demo (above, with no slopes) is lacking a certain flair - that the game should have slopes to make it more playable and eye-pleasing. I suspect that my platformer mech will need some work to make the wall climb work properly, but I'm up for it. Any dissenters / thoughts?!?

    Cheers.

  • Courtesy of some circle maths we now have some circular explosion damage...

  • This looks great mate! is there something to test already ? im very interested in this

    Thank you! Nothing worthy of testing just yet, but give me a while and I'll be very grateful for some perf and feedback testing (might be a few weeks yet at my current work pace....).

    I don't think you'll have to worry about getting enough positive feedback, it looks great even with placeholder graphics, and I can see a multiplayer party game like this being popular on Steam.

    It reminds me a little bit of two other C2 games - Shotgun Raiders (greenlit on Steam) and Sombrero (signed with a Publisher).

    It will be interesting to see how the level editor work with the procedural generation.

    Thank you . I was impressed by Shotgun Raiders when it went out on Greenlight last year.

    I need to do some experimenting to see what will be possible and practical for the level design mode. I only have a very basic framework set up at present.

  • SoldjahBoy - Thanks for the suggestions; all good points taken on board. I'm using substitute graphics and I will post images of my characters when I've drawn them. Cheers

  • OK, I have completed just about 50% of the game mechanics that I want for my current project "Mining Mayhem" (working title), so I figure it's time to present my progress to the community for feedback / criticism / ideas. This is a multiplayer game that is optimised for LAN to allow a few friends (up to 4 and maybe 5). Learning how to take advantage of the multiplayer has been a real voyage - what a great plugin, even though it doesn't play nicely with the platformer plugin (at the moment, at least).

    You are a miner and have to collect gems and gold so you can become wealthier than your mates. The level map is created by a procedural generation system where each peer sets part of a seed before the game starts. It's unlikely that any two levels will ever be identical...

    The terrain is destructible - you can do your own landscaping by digging / shooting / throwing exploding axes / other means that I have not yet invented... And, of course, you can hurt each other to steal their stuff.

    The plan is to make this look good and start by putting it on Kongregate - for feedback and ideas. I will probably put it on Greenlight shortly afterwards if there is enough positive feedback. If it does go out on Steam then there will be a level editor mode as well - more on this to follow.

    What I've done so far can be summarized in the gif below (side by side browser windows of me v me showing the minor lag between perspectives...):

    I'm think that it needs pixel art of some sort. My placeholder graphics are not great but should give you an idea of what game atmosphere I'm trying to create. I think I like lighting effects.... lol.

    More to follow in due course. I'm busy with a day-job, so my dev work on this is part time, with slow but steady progress...

    Cheers.

  • Ashley

  • Problem Description

    I was testing the stability of the multiplayer plugin when I found this. If multiplayer plugin is logged in a room and the pc goes to sleep, an error message is presented to the player on restart of windows.

    Attach a Capx

    Not required; use demo capx of multiplayer game.

    Description of Capx

    N/A

    Steps to Reproduce Bug

    • Log in to room as peer or host
    • Let windows sleep, then awaken windows

    Observed Result

    The player is presented with this popup:

    Expected Result

    I would expect an error to be logged within the plugin or the browser log, but not for a popup to be presented to the player as if the sleeping and restart of windows caused a bug.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r230 64 bit

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  • It's been an open issue on githib for a year now....

    I don't hold my breath any more. Sorry...

  • It sounds like your font is slow to load on devices where it is not installed. This is not unusual, unfortunately. Have a read of the paragraph "Fixing Bugs" in this tutorial. That should help you.

  • Final update. So far not so good... The only fix for this appears to be to reduce the size of the tilemap. So, since the game cannot be effectively shrunk that way I've decided to abandon using the default physics for falling objects. It appears that dynamically updating a large-ish tilemap is not possible in c2. In isolation I couldn't reproduce this, which is frustrating, so it might only be a factor with large event numbers.

    With physics removed this problem does not occur.

  • Thanks R0J0hound - that looks like a very similar bug. I was not able to reproduce this on a simple capx, of course; I guess my original setup was the bigger memory case... :/.

    However, I -think- I might have fixed the problem....

    I tried box2d, but it made no difference; I created a physics-only tilemap (so bitwise updates were excluded from potentially causing a collision polygon problem), but neither of those fixed it.... I was also able to simultaneously destroy 400 tiles (with bitwise updates) but that would not replicate the problem.

    In the end (and I think it's now negated) I created an event log system to ensure that each tile can only be called to erase once per tick. There was a potential failure where the multiplayer peer calls could have caused tiles to be called to be erased on subsequent ticks. So far, so good...

    Cheers.

  • Update - using the Chrome console I note the following extra info:

    [quote:27dl8hf1]Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 33554432, (2) compile with ALLOW_MEMORY_GROWTH which adjusts the size at runtime but prevents some optimizations, or (3) set Module.TOTAL_MEMORY before the program runs.

    Physics_behavior.js:10 Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 33554432, (2) compile with ALLOW_MEMORY_GROWTH which adjusts the size at runtime but prevents some optimizations, or (3) set Module.TOTAL_MEMORY before the program runs.

  • I have run into a bit of an unexpected problem with the physics and tilemap plugins. I am clearing out tiles in a tilemap that also has the physics immovable behaviour. Sometimes this causes the following error to be displayed:

    This seems to happen when I clear a large number of tiles in relatively quick succession (3 per second for 10 secs seems to cause it to happen). Creating a bug report will be rather challenging... Anyone any ideas what might cause this and how to avoid it?

    Thanks.

  • Some templates ship with c2; just start a new project and type in "multi" to filter and you'll see them.