Danwood's Forum Posts

  • So I used local storage to remember the window width/heigtht, so that when i access the game again it remember the choosen screen size, and it works fine.

    The problem is, every time i run the game again, the window is not centered on the screen, but ismoved to the right side. I tried using the NW.js X/Y action (scrollx/y) but didnt work. Maximizing and unmaximizing didn't work either, is there a way to move it to the center of my monitor?

    Thanks!

  • Trigger once won't affect the Picking. Just use "Pick nth instance" with '0'.

    Thanks!

  • Does it do something?

    If i got:

    Every 1 sec

    A is overlapping with B

    Trigger once

    Does it only takes the FIRST A instance overlapping a single B instance? Or it still takes all instances as if Trigger once wasn't there (making it redundant)?

    Thanks!

  • At it's core, programming relates to logic. You tell the computer to do something based on conditions, if, else, loops, triggers etc.

    Traditional programming involves typing out instructions manually in that specific language's syntax.

    C2 bypasses this and replaces the manual typing of text with its event system. But it is still logic. It still requires you to think like a programmer. The difference is instead of learning C# or C+, you are learning "C2's event language", which is a lot easier to learn for most people (myself included, who have learnt Java before moving to C2).

    If you want to make a complex game, you have to understand C2's language very well. Like anything in life, to understand it well, one must learn.

    +infinity

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  • "v0.13.0-alpha4: (Jun 23, 2015..." - how is that today exaclty?

    alpha 4 (which updates 0.13 to chromium 45) was released today yes. That is just the time alpha 0 was release.

  • NW.js v0.13.0 went to alpha 4 today and is now updated to Chromium 45! I'm really eager to test it when Ashley will adapt it to work with C2 (as it doesn't, since something changed in 0.13 and broke compatibility with C2).

    https://github.com/nwjs/nw.js

  • I noticed it is caused by (auto)saving in my game: the more frequent the saves, the sooner the slowdown happens. If i disable the autosaves it seems to never happen.

    Seems like at every save the game accumulates some "garbage" which becomes harder and harder to handle as it sedimentates.

  • acer aspire nitro 17'' i5 4210h, gtx 960, 8gb ram. Pretty solid machine, awesome performance on everything, And considering C2 doesnt use hyperthreading (at least the exported/previewed game, dunno the engine itself) the i5 isn't a big deal.

  • i use repeat -> choose(0,1) to make an event happen with 50% probability, and it works. You can also use different ratios.

  • There is a plugin for Unity3D that turns programming in an event-based system like C2, can't recall the name though.

  • saiyadjin

    Ashley

    Thanks guys, that's clear now. My team's working on a very large project with a massive event sheet, hundreds functions, families, variables etc. The main issue is the rendering, as Ash pointed out on the blog post, i was just curious if the mere scope of the game could also affect the performance, and that clears my doubts!

  • > I don't think there's a way to expand/collapse events though if you add your events to groups you can collapse/expand them.

    >

    Have you read my post?

    Just press right mouse on a collapsed or uncollapsed event.

    This works for groups, not events (at least for me).

  • I'm curious if there is a way as well!

  • Ashley

    is the same true for functions, groups and global variables? Does their mere existance affect performance on some degree, ore just their use?

  • It's a problem with the new audio changes i guess. Try 212.2 Stable and it should work, and wait for the next beta that should probably fix the issue. No it's not your problem, don't worry!