DialgaBrite's Forum Posts

  • Necroing again but I'd really like to download this.

    Can somebody please reupload if possible?

    Even if it's somebody else who still has it and not the original creator?

    :)

  • Thank you for letting me know. I see this bug was fixed in build 236 probably (based on dates) and unfortunately I am unable to update past build 216 for my own reasons. But that's my own problem I'll have to figure out one day. Still thanks though!

  • I'm having this exact problem too, it's been really frustrating me for a few years, would really like it if the solution was figured out.

    I'm having the problem where sometimes when I try to drag selected objects with the mouse, they don't drag in the way I intended (hard to explain, but they like jump around and stuff), and the dragged objects often get moved to another layer when I try to drag them, as well as often changing the active layer.

    In other cases, the active layer just seems to randomly change, may or may not be related to the above.

  • My game is big. runs just fine when exported with nw.js. But preview mode is running worse and worse, the bigger it gets. including nw.js preview, doesn't work, even though exported version does. For the longest time firefox was the only preview browser that worked out of all the options available. It still works but it's getting worse and worse and crashing more and more. Often it also opens up with no sound, or turns graphics into black blocks. Tried using custom option for seamonkey. It worked, but was just as bad as firefox.

    Is this possibily one of the TC's aforementioned problems with HTML5?

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  • That's really weird, I've never seen that before. If you change the name of the project does it fix it? There have been a few issues with apps from older versions of NW.js not updating properly.

    Alright I fixed it. I noticed that the new version exports "nw.exe" instead of "projectname.exe". nw.exe is the file that must be played (to customize it, rename it and use resource hacker to change the icon). Opening the old exe file that was there before (and not overwritten) results in the above.

  • There should never be any address bar in NW.js. What exactly are you seeing? Can you provide a screenshot?

    original size:

    sized down so you can see whole thing:

  • This is probably a simple question, but how do I get rid of the address bar in the new version of Node Webkit that is used in C2 version 221?

    It was not there in previous versions and I really do not want it, as it interferes with my game. I looked things up and tried different options but I could not figure it out. Help or simple instructions would be appreciated. Thanks. <3

    >

    > > Chill

    > >

    >

    > I am merely trying to speak to you like a human being who has feelings, and not "just an online person", despite your behavior.

    > The fact is, even though I was the one asking a question, your answer was less informative than the question.

    > This is not the first topic I have made like this and had it get invaded by useless responses in the same exact way.

    > Rather than me chill, I think your feelings need to become more warm.

    >

    > And, I had just got done posting this:

    > Despite your behavior not being Scirra's fault, at all, it is the threat of this type of invasion that makes me afraid to come here. And yet, I keep coming anyway. And hey, are you the same person who invaded my last topic, and also said mean things to me regarding mental problems? As someone who actually has mental problems, and attempts to cope with them to the best of my ability, despite being constantly harassed online, what you said then was very hurtful. Do not act as if you are trying to be helpful when you are clearly not.

    > Oh, and so admin/others know, here's the topic:

    > Second post down on page 2, after I had been constantly trying to talk to him respectfully like a human being, despite feeling emotionally abused already. Bear in mind, my post immidiately before that was legit frustration which I could understand if it seemed rude.... but like I said, what is one expected to do if they are constantly feeling emotionally abused online? It should not have ever had to come to that.

    >

    Sorry, but this frustrates me. You post a link stating that codah has made you feel emotionally abused and whatnot, but in the same link on page 1, codah was spending his own time to try to help you. And reading through that thread, he's not giving useless or random info, he was trying to help you understand something and you were in panic and confusion and thus couldn't comprehend what he was explaining.

    It frustrates me that he attempted to help you several times in a polite manner in another thread and now you're making him sound malicious for his vague comments. His comment on Page 2 is very vague but you can't assume he was attacking mental issues, and even if he was or anyone was, come on, it's just a random guy on the internet! The mods will probably clock on to him and he will be gone. It'd be a lot worse if a group or the whole community, including the mods, was abusing 1 person. Don't get me wrong, you seem cool and it's cool you are emotionally-fueled and making detailed posts and that other thread showing your appreciation to Scirra is awesome and heartwarming to read! But come on, the guy wasn't a troll or anything, he was trying to help. (Plus this thread, he listed a few things including and you respond with "How do you know I don't use families?"...well, how is he supposed to know? We don't have your capx or anything )

    Relevant to the thread:

    You'll come to learn what sorts of events really take a toll on performance. Luckily your only target is Windows so it's not as big of a deal. I'd say one of the worst things is collisions with more than 4 collision points, it could severely impact performance if there's too many going on at once. Try and make as much stuff only have 4 points in their collision polygon.

    I feel like I am talking to a brick wall here.

    Thanks for the info about the memory thing, but it felt greatly overshadowed.

    I just want to ask one thing though. Can I trust you to actually give a reasonable response? I want to know about this:

    [quote:1pskr7qc]you can't assume he was attacking mental issues

    May I ask what can be assumed then?

    What he had said to me was "C2 is not the only thing you need help with".

    If it is not C2 or mental health, what is it then?

    It's not like he actually told me.

    When someone acts secretive in such a way, this is not something I can trust.

    If someone has a legitmate problem with me, then they must tell me what it actually is. Otherwise, I can not even attempt to fix it.

    Chill

    I am merely trying to speak to you like a human being who has feelings, and not "just an online person", despite your behavior.

    The fact is, even though I was the one asking a question, your answer was less informative than the question.

    This is not the first topic I have made like this and had it get invaded by useless responses in the same exact way.

    Rather than me chill, I think your feelings need to become more warm.

    And, I had just got done posting this:

    Despite your behavior not being Scirra's fault, at all, it is the threat of this type of invasion that makes me afraid to come here. And yet, I keep coming anyway. And hey, are you the same person who invaded my last topic, and also said mean things to me regarding mental problems? As someone who actually has mental problems, and attempts to cope with them to the best of my ability, despite being constantly harassed online, what you said then was very hurtful. Do not act as if you are trying to be helpful when you are clearly not.

    Oh, and so admin/others know, here's the topic:

    Second post down on page 2, after I had been constantly trying to talk to him respectfully like a human being, despite feeling emotionally abused already. Bear in mind, my post immidiately before that was legit frustration which I could understand if it seemed rude.... but like I said, what is one expected to do if they are constantly feeling emotionally abused online? It should not have ever had to come to that.

    Don't make your app do any work it doesn't have to.

    Minimize or eliminate every-tick events.

    Definitely use Families. A lot.

    Reduce repeated/redundant code regardless of memory/lag.

    Are you using SpriteFonts? Check that you don't have many 'types' that use the same font image (e.g. if you have 'cloned' any SpriteFonts). Go and take a peek in the 'textures' folder of your project.

    I already do all of this to the best of my ability.

    I described a lot of it in detail that was less vague than your post.

    I thought I had conveyed my desire just to check how hugely it would effect lag/memory issues. I already simplify things as much as I feel it neccessary, but do not wish to feel judged on an effiency level that works fine for me, and affects no one else. I only wanted to know if it would cause too much lag/memory/slowness issues etc... since then it would affect others afterall.

    Your response really didn't help me any, sorry.

    oh, and my game is not an "app". At least not by my perceived definition of the word.

    My apologies if I come off as frustrated. That's because I believe in honest expression of one's feelings, while attempting to remain calm to the best of one's ability.

    As an example of how I feel, due to the vibe you gave me:

    Have you looked at my source code? How do you know I don't use families? How do you know I don't use them a lot? I actually know quite a bit about them, and really appreciate their value and how they work. The bullets actually do have them. So do enemies and bosses. Some of my objects are in more than one family. What I described above, was a specific case where I was intentionally not using them, for reasons which I did describe. It is one of the few specific cases where I think things are perhaps much less simplified than perhaps they should be, which I have not found a way around yet.

    As I said, I only wish to change this if it affects the exported game's performance, and affects it ENOUGH. My current system works for me otherwise, regardless of what you think of it or what works for you.

  • This topic started out as a type of closing addendum to another topic on a completely unrelated subject, but, I just had too much to say to justify that. And, this is still everything simplified in a nutshell, while trying my best to keep the negative attacks on other things to a minimum.

    To those that made C2... I just want to say.... thank you.

    Construct 2 makes extra effort much more worth putting in, both by usability, and with a manual that is very detailed and easy to understand, and also updated in a timely manner. MMF and Game Maker pail hugely to it in my opinion. I understand this is just an opinion, but its a very strong one based on experience. Not as if the other two don't have a few decently sized things that I miss being able to use, but... decently sized != largely sized != extremely largely sized. The difference in useability I feel from it is immense. But, Game Maker does have an awesome animation editor. I like to use graphics generated by it, then easily import them into C2. That'll show them. This very thing is more difficult for me to do GM-> MMF, cause MMF can't mass import lots of single frames at once, and importing "spritesheets" with it makes me put in more complicated settings I have trouble understanding. This was turning me off, to the point I imported every single frame, one by one... which also forced me to export from Game Maker, one by one. Export a "strip" from Game Maker, load it into C2 and only specify the number of cells, nothing else, and BAM. Only two things I see wrong with C2 here, are that you can't mass export from it either (haven't had too much of a need though since I don't need to take anything I have in it for use in the others), or copy an entire animation or a bunch of frames from one object type to another instead of cloning the object (regardless of whether cloned in the same game or copied from one to another). Although I'd hope for a change here, it's not like the bad is even close to outweighing the good. Of course, it's thanks to Scirra's lax rules that don't punish people for talking about "rival programs" that I was able to even express this. YoyoGames are tyrants, who blatantly write about this in their forum rules. I also like the mentality much better. For example, the C2 manual actually encourages people to use the default platform movement, and discourages uneccessary extra effort of making a "custom one". Meanwhile having a manual old as a dinosaur, MMF does the opposite, seemingly as an excuse for them to not fix their own default platform movement, which really is broken. It's basically unusable, which is the very thing they tell me. I was forced to use PMO, a third party Platform Movement Extension for MMF, which, although less buggy than their own, still pails compared to C2's.

    Oh and try doing the following in both programs. I dare you.

    1. Give a character object (the invisible square/rectangle detector one) Platform Behavior/PMO

    2. Make a platform object that is solid behavior or set it up as an obstacle in PMO.

    3. Make this platform move.

    4. Run the game, and then try to stand on it.

    The difference is simple but hugely impacting.

    Suddenly the inclusion of moving platforms is now worth doing.

    Of course, Game Maker has absolutely no default platform movement at all. You "need to use code" for this. They advertise themselves as basically (in my words) "easy for beginners to use drag and drop, but you can also code too if you are an expert". Yet, platform games are a very popular genre that a beginner would be likely to want to make as their first game (and they make you feel shamed if you even use a single one of those very limited non-code actions that are built into the program). Heck, I made a lite grade RPG battle system in Game Maker, even though I have never made a platformer in it. Eventually I did give up on it though... for reasons that are probably easy to understand by now.

    In my opinion, although better than MMF, much better, C2 is still similar enough that I can carry my knowledge over very easily. Took me less than a month (been using MMF and GM for over 10 years, though you might not know it, due to how I often had my skill level unfairly judged on their forums by people that barely played or did their research on the stuff I made if at all) and a good read of the manual (I thourghly read what I needed to know, but it didn't take long) and my game was already better than any of my MMF stuff. With the other two, I had just been slowly getting better over years and years.

    Oh, and the sub event system, which MMF lacks, has been a HUGE help for me. I did read that blog post you wrote about uneccessary use of sub events and "every tick". Although I already long since knew that type of thing from using MMF (regarding the use of multiple conditions per line, since I said that it has no sub event system) , the friendly detailed way you worded it just spoke to me, and basically, just made it fun to read anyway. Just to feel the love given from it. It's clear that you actually care about the quality of your own software, and understand the value of both small things that go a long way, and also of explaining things well. I just feel as if I can't fault it for it's flaws, due to this.

    Oh, and the difference between fairness of price (compared to both the other programs)... it's huge. Rather than point out all the details to explain just how bad this problem is, let's just say, that your more friendly mentality, makes a fair price worth having. Clickteam and YYG seem power hungry, corrupt, and greedy, and fear losing said power.

    It strongly feels as if you understand that reduced/easier work = motivation, and actually makes more work get done, as opposed to laziness.

    Oh, and I'm sure I might have posted some kinds of hints or tidbits here and there when making help topics. But if you want to see what I have made with your program, you can check me out here: https://www.youtube.com/playlist?list=P ... ZwMuAxzUdp

    And here as well: http://biancagames.com/rokko.htm

    I can rest assure you, this game absolutely would not exist, if it were made in MMF or Game Maker. My brain would have been way too fried long ago.

    It feels like it's one of those "big huge dream crossover" type projects that never seem to get off the ground due to lack of dedication... except it actually exists (incomplete version that is downloadable and solidly playable).

    Oh, and I just want to apologize for something too. I was the one that left a comment before about how updating to build 190 messes preview mode up completely in every possible browser. Although I haven't fixed this yet and am still reverted to build 184 for the time being, I am sorry I blamed you for that. Deep down in my heart, I didn't actually feel that Scirra was too blame. I probably sounded otherwise due to feeling frustrated. This is a problem I will try to fix eventually, and if I don't or until I do, I will just keep using the old version. My game is gonna keep going, and I am going to keep using C2, with or without the new features.

    <3

    I am curious... are you testing for mobile?

    No. Game is windows only, and I intend to never go mobile. I have barely even owned a cell phone. Although I have had a couple low end ones, and inheritied mom's dinosaur aged ipad but never use it, I definitely have no desire to play games on such devices. I prefer bigger screen, and more possible keys that are also not add-ons that must be plugged in to a device smaller than them, or are tiny. And touch screens don't contribute much to my enjoyability, and I absolutely hate the idea of being forced to use it over a moveable cursor, especially when such a thing could probably have easily been programmed in anyway. Thank god DS/3DS Pokemon games don't do this to me. Honestly, I am more open to and actually appreciate using a touch screen for convienience as an alternate control method, as long as it actually is alternate. And I guess my thing is, I prefer to prioritize targeting those I empathize with as my audience. This memory thing is just one more reason for me not to go mobile. My game exports as node webkit, and I only distribute the contents of the "win32" (Windows) folder, due to not owning Linux or Mac or the ability to test on them.

    Although the complexity of my game might seem as if I know more, honestly, my brain functions different and I am actually not as tech savvy as I anticipate I could come across. I barely know what the word "Linux" even is, despite having heard of it as an operating system, and figuring out that two exported folders are named after it with different numbers attached to them.

    Oh, and my apologies. I intended to specify what system my game was for. I forgot to write it in.

    Is 141 MB even too big for a computer? I mean like a semi new one, not something so rediculously old and uncommonly used that accomodating it would just be too much extra effort.

    I mean the lag really isn't even that bad, assuming it's actually there and not just perceived by my paranoid brain.

    I just kinda fear the idea of my project getting too big, especially if it happens in a way that is hard to reverse.

    So I was reading an article here on scirra about too much memory usage, and how to avoid it.

    Firstly, I want to thank you for how specifically and throughly you worded it, without using tons of terms that can go over people's heads. I can offer the same praise to the C2 manual, if I haven't yet done so.

    So, I decided that my game's memory usage was slightly too big, but not too terribly (141 MB, and you said to keep in less than 100). However, although I managed to reduce the "estimated memory" by about 11MB, I couldn't find too many more images that were extremely big, or too many junk ones that I was willing to remove.

    So this prompted me to write a message there. After I posted it, I suddenly decided it was better off posted here to allow the possibility of more in depth discussion. So here is my message, take it as if I am saying it here and now as opposed to past tense.

    -----------------------

    May I ask how big of a difference it is to avoid redundant events, conditions, actions, etc and stuff?

    For example, having a variable with 20 possibities, and then putting 20 "if" type events instead of simplifying it into one event that checked it.

    Like for example, 30+ playable characters, the events for changing their animations, and a variable that corresponds to the index of the character being played as (each character has both a numerical value and an "internal name" string). It now sets animation by name to things like currentplayername&"stand" currentplayername&"walk" etc instead of having a large list of events for every possible character. But as some characters are also animated differently, there are actually about 5 or 6 of these "large lists" as different possibilities. There is one variable that gets checked to determine which one is used, rather than having a bunch of "or" conditions for all the characters. However, said "or" events still happen at the start of layout just to set this value. It's just not checking all these conditions every tick anymore.

    I also have some uneccessary things, like, weapons that use no energy, still have energy variables, and also check to make sure they never go above the maximum energy or below zero. And also these weapons to still have energy bars that are animated accordingly. This type of thing is used for consistency, and just in case to allow for future possibilities. But, is the difference in memory usage worth being inconsistent if leaving this type of stuff out makes it lag less?

    Also, every possible enemy (currently 8 boss objects and 6 normal enemy objects) has a collision event with every possible bullet object (currently about 30+), due to the weakness/resistence stuff. I want it to be flexible, and allow infinite possibilities, so there is no rulebound "elements" that these weapons are tied to. Almost every single one of these events also has two sub events, to check whether or not the enemy was killed or not from the hit it just received. I am uncertain whether or not coming up with some kind of system for using families to lessen the number of events would be essential or not. I don't mind making all these events, especially with the inclusion of "replace object" after duplicating and highlighting lots of stuff. Only if it has a large effect on memory usage or lag, do I wish to try to change this.

    I would like to know if this kinda thing is even worth doing, and if so, by how much?

    And given that I have already simplified lots of this type of stuff, am I making it sound like my changes were good enough? Perhaps I didn't even need to do them to begin with? Sorry if this is too vague. I don't expect you to see into my mind completely, just get a feel for the type of thing I have described, if you possibly can.

    ---------------

  • Angles are cyclical so it's not reliable to use linear comparisons with them. 225 degrees = -135 degrees = -495 degrees etc. If you're making a comparison expecting 225 degrees, you will fail to match the other mathematically equivalent cases, in particular -135 degrees.

    I'm aware Construct 2 in some places uses a 0 to 360 value, and in others it uses -180 to +180. But this is just a quirk of the way the equations work out and does not matter if you use angle-aware comparisons and calculations.

    The Sprite object's angle conditions ("is between angles", "is clockwise from", "is within angle") are cycle-aware so you should always use them instead. For example any of these conditions would work (followed by the same condition inverted for the other case): "Is between -90 and 90 degrees", "Is within 90 degrees of 0", or "Is clockwise of -90 degrees". I note that you're using a behavior's angle of motion instead of a sprite object, so it's kind of awkward to use those conditions (you'd have to have a dummy sprite set to the bullet's angle and use the sprite's conditions...) so I've put on the todo list to port those conditions over to the System object so you can use them for anything.

    I would really appreciate that. I was finding it pretty annoying that the "angle" had more useful conditions and actions than the bullet one, even though I couldn't use it without rotating the graphic unwantedly. Also, the bullet behavior has "compare speed" and "compare distance", but not "compare angle".

    Also, thank all 3 of you for actually being helpful. I mean, I admit some of that math stuff actually did go over my head. But at least you actually told me what needs to be done.

    I should also point out though, specifically in regards to the first of the three posts, that I wasn't always getting -135 for bullet behavior at 255. On another file (the one that guy uploaded), it returned -180 instead. When I tried using debug text in my own game, one time I even saw a negative sign with no number even. And then, angle for "moveto" had what I think was 255, actually return 40 point a bunch of digits, even though bullet never gave me decimals. Nothing was seeming to make sense or be consistent for me at all, even a little bit.

    I wound up doing what I want using moveto, but in a different way that doesn't check for angles. I guess this is still something that will take me a while to learn. but it's not gonna stop me from doing what I want to do and spreading love. <3

    Here is the final result of what I was trying to do here.

    I <3 cures.

  • this update illustrates the decimal issue

    You misunderstood why I supplied the capx. I'm just showing the values aren't what you think. I'm not suggesting it is the answer to your mirroring issue. 'at all'.

    I just noticed the second file turned on "set angle" for the bullet behavior. How many times must I say that I do not wish to rotate things? This must be OFF. And it still tells me absolutely nothing about decimal numbers, the possibility of them, or answers any of my questions.