ErekT's Forum Posts

  • Thanks for the reply

    Export again and try this in the Win32 version:

    Rename "package.nw" to "package.nw.zip" and extract it to a folder called "Package.NW"

    Rename the game exe to "nw.exe"

    Tried it. Didn't work.

    [quote:5nzn3ngy]

    Are you using Greenworks plugins at all?

    Nope.

    [quote:5nzn3ngy]

    Also, try putting all the plugins and behaviors you use into the New Project for testing (one at a time to see when the crash happens).

    Didn't make a difference either. Very strange. I'll try to strip the capx down to a bare-bones version and see how that goes next.

    Btw, the project works fine in Chrome and used to work fine on the old Windows install.

  • I just spent hours trying to get NWjs to work with my project on a fresh Windows install but it's just not happening. Tried C2 versions 217 to 221, tried nwjs 13 alpha 6 to beta 5, installed all drivers, disabled firewall, tried preview and export builds, tried 32-bit and 64-bit. It's all the same: No error message, no window, the nwjs process just sits there in task manager hogging memory. New projects work though, so something's obviously up with my capx. But what? And what can I do to fix it? Anyone else have the same thing happen to them before?

  • I'd like to see some answers to this too. Info on doing resolution switching and the like for html5/C2/nwjs is seriously scarce. My (completely unsubstantiated) guess is it's a limitation with Chromium that Ashley & Co. can't circumvent without creating their own forks for the wrappers in question.

  • We were talking about the way to compare 2d and 3d games. I'm a painter and the most important criteria for me is a good picture. I had never seen a good 3D picture even in AAA games - only mess of blur and triangles...

    I don't care about popularity. Many really bad games are popular.

    Also I know that a lot of mechanics can't be bringed to life with 2D. But I feel myself uncomfortable playing 3D games, evetything is so square and...lifeless, like the whole world was created from plastic.

    Funny. That's the way I've always felt about 3D games to some extent. I feel that creatures and humans in particular have this plastic quality to them that even modern AAA games struggle to shake. In fact, a lot of the time bleeding-edge shaders only make them look like wax dolls done over with a coat of lubricant (eww).

    I don't think it's surprising. Reality is hard to fake perfectly, and when you leave the entire rendering job down to a bunch of automated calculations, which is what realtime lights, ambient occlusion, stencil shadow whatever, shaders etc really are, it's no wonder things end up too perfect-looking and lifeless, despite the artists' best efforts to counteract it.

    Imo the best way to utilize 3D is to try and embrace the 3D-ness of it, like the game Pako Chase that ouais25 mentioned. Flat shading, simple geometric shapes, stylized art design, instead of trying to disguise it all as real world stuff. That'll always ring false to me at least.

    Just a little personal opinion-ramble. Take with a grain of salt

  • But for games like Pako chase (to take the same example as above), I believe that making it in 3D might be less time consuming than building it in 2D from 3D iso assets. But I'm not really sure as I have never been through this process.

    And I am also wondering if in terms of costs, it's similar too.

    Is a 3D artist asking more for 3D models than a 2D artist for 2D sprites?

    Yeah I looked at screenshots from that game and see what you're going for now. With that info in mind full 3D seems like the best choice, most def. It'll be easier to program too I think.

    I don't know if 3D artists in general charge more by the hour than 2D artists. But I don't see why they would?

  • Hello,

    3D used to be super-popular because of the wow-factor, but I think that's starting to wear somewhat thin. Diminishing returns on the tech-front, no longer novel the way it was in the ps1/ps2 era and so on. My impression is young people who didn't grow up in that time don't distinguish as much between 2D and 3D; the game's either fun or it aint I could be wrong about that of course.

    Development-wise 3D is a lot more demanding. More technical and time-consuming in terms of both asset production and programming. For example, for 2D you draw an image, you plop it into the game and boom, there's your background done. For 3D you have to first sculpt it, then UV-map it, make textures for it, export to a proper format which your 3D program may or may not support, apply and tweak shaders, set up scene lights... it's a whole lot more involved.

  • UPDATED: Check out the last post.

    Hello people!

    So, like the title suggests, I've been able to convert Timothy Lottes' CRT shader to C2 thanks mostly to Gigatron's very nice conversion tool from this thread:

    shader-question_t164408?start=10

    Some screenshots of the shader in action:

    But there's a problem I need help with: It only seems to like vertical resolutions in the range 256, 512, 768 etc. Anything outside of that and I tend to get ugly double-pixel distortions all over. So, any shader-experts around who'd like to take a look?

    UPDATED LINKS 14/9/17 - put these in your effects folder and you're good to go:

    https://www.dropbox.com/s/losqzq56msdye ... rt.fx?dl=0

    https://www.dropbox.com/s/tsdmg7e6vr5za ... t.xml?dl=0

  • all 3 are good, but from what i've heard maya is supposedly easier, and 3ds max is dropping animation support from 2016 on.

    in the end i think it's not about the software really today, it's more about the artist / user who defines / creates the work.

    3Ds max is expensive but easier to use, Maya is great but difficult to use. Blender is amazing and tons of great features and the only reason I don't use it at work its because is not compatible with the rest of our art pipeline.

    Blender is free while the others cost thousands of dollars. Apart from that, they're about as powerful as each other and about as easy (or hard) to learn. I suspect which one you prefer tends to boil down to which one you learned to use first, as they're all quirky in their own way.

  • It does seem to make a difference on gpus with feeble fillrate capacity, like intel integrated chips.

  • For the past 2 weeks I started my first unity game. Even though it seems like a scary change from construct 2... i cant do 3d on construct 2.

    Have you tried the Q3D plugin for C2 yet?

  • I gotta ask, why is it exactly you consider 130 extra megabytes to be such a big issue? Apart from not being informed about it beforehand I mean?

  • I thought you could only edit with gimp?

    You can draw with gimp. Paint tool, pencil tool, dodge/burn, smudge etc... No prob.

  • I use GraphicsGale and Gimp for pixelling. Sometimes I use pencil and paper too. And Blender for animation reference; it's faster than sketching out anim sequences by hand.

  • Graphicsgale and Pro Motion.

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  • I'm pretty sure you need to wait at least one tick before requesting fullscreen again to make sure fullscreen gets cancelled in time.