Colludium's Forum Posts

  • Well, it's complete! What I mean is: the introduction cut-scene is complete. And the game is quite possibly nearly finished as well! I'm now going to play the whole game a few times over to see what little niggles remain, then it's time to add the Steam plugin.... I've got mixed feelings: nervousness and relief that it's coming to an end lol!!

    Please have a go at the demo in the Arcade (link below).... All feedback is welcome .

  • It appears that this post is about the same problem. So, are we really limited to a maximum file size of 30 Mb? Is this limit set in stone or can it be relaxed so that games containing more than a handful of assets can also be included there?

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  • Hi,

    If I try a direct file upload then I receive the following error message after the upload counts to approx 98%:

    404 - File or directory not found.
    
    The resource you are looking for might have been removed, had its name changed, or is temporarily unavailable.[/code:2kfi7p5q]
    
    If I try to upload by using a dropbox Public or OneDrive share url then I receive the following error:
    
    [code:2kfi7p5q]Could not find file 'C:\inetpub\non_public\v4arcade\temp\51367\game.zip'.[/code:2kfi7p5q]
    
    ...which doesn't make any sense.  
    
    Can anyone help?

    I have been following the chromium issue 422000, where v38 was reported as busting vsync. The Google engineer post made yesterday: [quote:1m21dlhp]We have landed a bunch of changes which fix things around this area but to fundamentally get this totally finished we need the following things fixed / finished;

    * (done) Actually use the time from BeginFrame information rather than random "Now()" value.

    * (in progress) Unified Begin Frame (make all renderers using the same single source and enable filtering)

    * (in progress) Display Scheduler (provide better scheduling of frames)

    * (unstarted) Back pressure API which means we cleanly drop to 30 fps (see discussion on scheduler dev mailing list).

    * (unstarted) Get better sources of vsync information on individual platforms (see proposal about how to get a really good vsync value on Windows).

    We also need to come up with better testing and metrics to prevent any regressions of this problem in the future. I've been discussing with the ChromeOS and input latency testing group on how we can reuse their work to also measure the actual real world experience people are getting.

    In summary, "Some progress but still lots to do. We want to solve this properly and for good."

    Which means we still have a long wait for a fully fixed version of NW to come out. NW v12.0 seems very good if not perfect, so this plugin is well timed and sounds excellent. MadSpy is using the delay in receiving a response from Scirra to add even more features, so I have mixed feelings about them taking back ownership! :p

  • We're all kind of hoping that ScaleX and a ScaleY values will become accessible in c3. It's not a biggie as you can do it in c2 is by using object variables to hold a full scale value or one for each x and y axis.

  • Thank you immortalx and spongehammer !! Let the cut-scene shenanigans begin!

  • This is excellent - congratulations!!

  • Right then.... Level 7 is just about finished!!! The addition of the gun control meant I had to change the input controls so it now uses the keyboard and the mouse (or xbox controller, of course) so you now use the mouse to aim the gun.

    Next events: create start cut-scene, add lots of sound effects, some eye candy additions, MadSpy 's steam api changes look interesting... and so on... Lots more to do, but the game now has an ending!!! (but not a beginning yet, oh the irony).

    MadSpy is right to be cautious about introducing an unofficial port of a beta plugin. Now Ashley has the option of simply including these changes into the official plugin and we all win official c2 support for its functionality. I doubt that a wait of an extra couple of days will prove catastrophic after a year of this plugin being beta.

    If c2 is to have credibility as a professional game development software then support for things like Steam api is a necessary burden for Scirra to carry, IMO.

    Go MadSpy!

  • The only advantage I can think of for Dictionary objects is that you can create keys ad-hoc, during runtime and as you write the event sheets without finding the object and adding the variable. I also put objects onto global layers to store game data etc between layouts. The user-definable pretty pictures for each make it easier to find them in events IMO.

    This is spot on:

    Personally all ways are good as long as they are easy for you to use, and which ones do the job best for certain tasks.

  • Have you read the audio section of the manual?

  • I think the Dictionary object will be your friend here. You can declare and check your 'variables' (keys) with built in actions in simple events in one line. You can also put arrays inside them and even objects as json string if you want.

  • Voted yes - looks good, and good luck!!

    The indefinite solution prospect is rather disappointing. This plugin has been broken for how long now and what date will it be fixed? I realise that this is the fault of a change in a third party wrapper, but c2 relies on third party wrappers by design!

    Edit: My audio doesn't work in 10.5 so I have to wait...