glerikud's Forum Posts

  • Maybe even a simple button you click to refresh it.

    Great idea

  • I woudn't like the idea that my project has it's files linked to a local file (even if it's only the tilemap). This should be only an optional setting imho.

  • Welcome!

    Kyatric said is all I guess.

    The visual scripting in UE4 is node based, while Construct 2 uses an event system. It's different, but in my opinion both are effective. If I'd have to choose, I'd choose the event system, because the code is easier to see through and the development speed is faster.

    The best way is to test it out yourself. Grab the newest free edition and give it a go: https://www.scirra.com/construct2/releases/r227

    I use Construct 2 since it's early-adopter stage and I'm very satisfied with it. Note however that this engine is 2D only (you can make some 3D stuff with 3rd party plugins, but I'd recommend UE4 for that). Also, like every other engine, this too has it's own issues which come from the fact that it's an HTML5 engine.

  • looks awesome, what did they use?

    I'm not sure, but if you join this Facebook group and take your time to scroll down and find their posts about the game, you can ask them directly. If you do so, please post it here what you find out. I'm interested too. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.facebook.com/groups/construct2devs/

  • We could add a "On save failed" trigger, but it doesn't necessary help. Browsers take privacy very seriously and deliberately make it hard for the page to know what is happening to its data. For example Chrome in incognito mode will say everything saved to disk just fine, then when you close the window, delete it all. That's by design, and they deliberately prevent pages from identifying this mode so that the page can't nag them to have their data saved - it just looks like it worked.

    So even if we added this, you don't know when to show the alternative copy-paste system, because you can't really tell if the data will last permanently or not.

    Hmm, true. Still, it's better than not having anything as a "save failed" response. The manual should note that it won't work reliably when the game is run in private mode.

  • The size of the layout or the number of layers won't cause lag. The engine is well optimized to handle such things. Thre problem is either in your objects or in your code. What C-7 suggested is a good idea. Based on your videos it's not a triggered problem, since it's happening from the beginning of your layout. Does your game lag in other browsers as well, not just with NW.js? Also, what C2 and NW.js version are you using?

  • Check out this game. It has quite a few well optmized particles in it:

    http://steamcommunity.com/sharedfiles/f ... =657053681

  • Did you try applying the logic in my capx to the form elements, setting their size?

  • Take a look at here:

    https://www.scirra.com/manual/85/layers

  • The NWjs window should have your project's name as it's title. If the problem is indeed a bug, then I suggest you report it in the bugs section:

  • I see your point. +1 to this request.

  • what's the point if they have no internet connection?

    No, the plugin auto updater only has a point if they have internet connection. I'm just saying that Scirra should keep an option for installing plugins without the auto-updater.

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  • It should be linked to your name since you have the profile badge. If you have any other questions about licenses, you should contact Scirra here: support at scirra dot com

  • I say it's not the most important feature for C3, but I'd also love to see something like this. Just keep the option for developers who work without internet connection to be able to install/update plugins manually.

  • You might try this method for resizing the UI elements:

    Also note, that forms elements are rendered over the canvas, so they will be always on top.