Danwood's Forum Posts

  • C3 will be using the same runtime as C2 so it should be highly compatible. However at this point it's simply too early to say anything for sure.

    This pretty much settles it for now :3

  • NW v13 is out! https://github.com/nwjs/nw.js

    Problem is it doesn't work, it says "resources.pak not found in C:/etc../Temp folder". Even when exported it says it cannot find a compatible NW version!

  • I'm glad to read C2 projects will be exportable to C3, but i'd like to get more info about it.

    Me and my team are working on a rather large and complex project (7000+ events so far, with functions & families) and it still requires tons of work/time to get completed (and i'm sure Ashley will be proud of it!), so we're really eager to move to C3 to continue working on it when it's stable.

    My questions is: will we be able to safely export it to C3? Is it likely there will be compatibility issues, glitches and stuff alike AFAUK?

  • Problem Description

    When pausing and resuming a non looping sound, the second time you repeat the process seems like the sound isn't recognized with its given tag.

    Attach a Capx

    http://www.mediafire.com/download/o7tc4 ... d+BUG.capx

    Description of Capx

    At layout start a non-looping sound (heartbeat) will play. You can pause/resume the sound by pressing SPACE.

    Steps to Reproduce Bug

      [1] Press SPACE to enable Pause, the first time the sound should stop as intended. [2] Press SPACE again to exit Pause and resume... again everything normal [3] Repeat.

    Observed Result

    After one pause-resume cycle, the sound doesn't PAUSE as it should, but instead continues playing during Pause mode. Seems like after resuming, the sound isn't recognized with its given tag anymore.

    Expected Result

    The sound should ALWAYS pause/resume correctly when you press SPACE. Note that if the sound is set to "looping" the bug doesn't occur.

    Affected Browsers

      Chrome: (YES) FireFox: (YES) Internet Explorer: (not tested)

    Operating System and Service Pack

    Win7 ultimate SP1 (64bit)

    Construct 2 Version ID

    201 beta

  • In the manual it says this:

    [quote:2obwj1fa]Effects are visually impressive, but can slow down the game's performance considerably if over-used, especially on mobile. Using an effect on objects with many instances is especially slow - often it is much more efficient to place all the objects with the effect on their own layer, then apply the effect to that layer instead. This allows the effect to process everything in one go, rather than having to inefficiently re-run the effect for a small object over and over again.

    So, if you put the effect on the layer and not on the object, i think it doesn't matter how many objects are on the layer.

    Thanks!

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  • I'm quite seasoned with C2, so i'll be a surprise for you this is coming from me but...

    We have 2 layers, layer A has 1 object, layer B has 1000. Both gave "Vibrance" effect applied.

    Does the engine use the same amount of resources to apply the effect to both layers? or layer B drains more?

    Yes, i'm a nawb, but vote our game anyways if you happen to like it <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">

    http://steamcommunity.com/sharedfiles/f ... =331479068

  • Looks like you're easily distracted once you start a project. Try forcing yourself to work on ONE thing until its completion, maybe scheduling the amount of work to invest into it each day.

  • Done, i stored the mouse X/Y values every 0.5 sec and checked them every tick to see if the mouse is moving or moved. If there is an even simplier way please lemme know

  • Is there a way to make a condition that checks if the mouse is being moved?

  • Kickstarter update: we're close to 900$!

  • DinoSystem Kickstarter campaign is finally live!

  • This game should also be on scirra homepage.

    Speechless.... "and inspired"

    Thanks!

    Btw, we're starting to get some press coverage

  • noooooooooooo

  • When i increase or reduce a tiled background, it indeed expands it (increasing the number of tiles used) or reduces them. But is there an option to reduce the size of the tile itself W/O reducing the actual resolution?

  • We're developing a rather large scale game (check my signature for info) with a huge map where thousand instances interact (plants, animals, objects). C2 allows that, you can be sure of this, it heavily depends on your skills.