Colludium's Forum Posts

  • Here you go - here's an example capx using trigonometry.

    The velocity values from the physics and bullet behaviors match up well. I've commented it a bit - hope it helps!

  • As far as I know, NW has no means of selecting which GPU it will use - that has to be selected by the user. I've used the same control panel settings to make sure that NW uses the non-integral graphics card, and I don't know what you could do to force it that way if the control panel won't do it... :/

    I just had a thought - have you installed DirectX 9.0 on the laptop?

  • On older hardware it may very well be that the browser is blocking the gpu so there's no hardware acceleration - and you're using the dreaded software alternative. You can test for this using the "System: Effects are supported" condition (or run in preview and see if webgl or canvas2d is indicated as the renderer).

  • Excellent spongehammer - I hope you enjoy it...

    I've just updated the demo again after fixing a bug that had probably been hiding in the background until I changed the player's collision polygon to fix a different bug... A bit of a bug domino effect going on here, I fear. A big public thanks to MadSpy for identifying it - thanks!!

  • I think that this is to be expected, since the NoSave behavior prevents the object's state from being saved, as described in the manual.

  • I've uploaded a new version of the demo.

    Changelog:

    Level 1: different text positioning for the instructions, some of the background objects have been moved or deleted to make is slightly less nearly-impossible to see the player and the traps, new rope climbing mechanic and adjusted animatoin.

    Level 2: slightly altered layout to incorporate a prison, complete with prisoner...

    It's been a busy week (at my real job) so I'm hoping to make some headway with it over the weekend...

  • MadSpy - lol, yes!

    Update:

    I realized / felt that the game needed a little something to make it more than just a long death-avoiding adventure... Hence the addition of prisoners you can release - if you can solve the puzzles to get to them or find the hidden door to their prison chamber. To make it slightly more interesting to the player I've started to add little conversation snippets you can have with the incarcerated - it's just for spectating and there's no plan to make it more interactive - so the last few days have been taken up with adding a method of importing lots of conversation data into the game. I started doing it long-hand and quickly realized that the best way to go is svg import (another excellent rex plugin) so I can now add conversation info to quickly make those prison scenes just a little more interesting. I hope!

    Other things on the rather long to-do list: an opening animation to introduce the game (ideas and suggestions are welcome!), steam plugin with awards for releasing prisoner children (or just facebook posts if not on steam), and possibly a level chooser. I was initially against the idea of including a level chooser to the game - I wanted the player to go for it and experience each level until they completed them. However, now that I'm introducing the prospect of awards and kudos for finding hidden parts of the game, I am considering letting the player retry (or restart) a previously completed level, without deleting their final progress, so they can have another go at finding a hidden prison cell and get the award for it. Anyone with any thoughts on this - I would really appreciate other perspectives. If I do implement a level chooser and go-back option then I'm going to have to completely re-do my game save logic (won't take forever, but it works as it is and is tamper-safe, so I only want to change it if it's a really good idea).

    I expect to have a new version of the demo (link below) out in the next few days...

    Cheers.

  • spongehammer, I don't know if you saw this - I found the (simple) solution to accessing kiosk mode during run time and put it in this thread.

  • Thank you irina! I was thinking of trying for 10^6 ways to die, but that might be a bit too ambitious for me...

  • What I meant was the size of the file that matters is the compressed export image - along with the image size during run time - and for what you're interested in, the google apk size limit, the exported file size is of most importance. So, if c2 compresses the export image to be very small then there's no problem here - the size of the file used in the editor is of no consequence.

  • It looks the same on my machine.... Perhaps try a preview using letterbox integer scale, or otherwise compare the image in preview with how the editor image appears when it's zoomed to the same image size on screen.

  • How big is the image if you export it to, say, html5?

  • I've also experienced something like this before - and ended up using the same work-around that you've already found. I think it is a limitation of the c2 engine, although I've never seen any documentation to confirm that view...

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  • If only the physics plugin had kinematic bodies. If you search the forums there is a hack, about 6 lines, you can enter into the standard plugin to enable kinematic bodies during runtime. I have no idea why this is not already enabled :/.

  • Are the values in a_items strings?