Halfgeek's Forum Posts

  • There's no way to localize that easily because the amount of text in this game is INSANE. Full blown RPG, tons of module descriptions, tons of quests, story lines, missions... so many dialogues from the NPCs you meet as you travel.

    It is a monumental task. I do know Russian players love this genre though. I'm a big fan of 1C's Star Wolves series.

  • Wow, if Steamspy at http://steamspy.com/app/414950 is any close to the real numbers, then congrats Well deserved cause I can imagine how much work you have put into this. I will join these people after the holidays too.

    Question: How many events to SN2 have currently? Is the universe created randomly?

    It's going well, very few massive bugs which I am grateful for. Some balance issues, due to me being a hardcore gamer... gotta tone down some things but overall keeping my vision. Atm my focus is on bugs and such, no point worrying about sales figure. I don't want to check the sales for awhile, so I don't know.

    SN2 has ~16K events as of now.

    I use a ton of functions already and arrays and such, if I started from scratch I could probably shave off ~2K events for UI which I did early on before I found some nice shortcuts.

    Do you reckon they'll release the new Greenworks this month? I'm wondering when I'll be able to release my game.

    That's only for Ashley to know.

  • Yup, Anonnymitet is correct regarding greenlight.

    I'm more happy about the few bugs and they are all minor. Zero crashes so far.

    Fantastic! Looking forward to the updated plugin, hopefully it's coming soon!

    Where are we currently at with compatability? Are the latest versions of everything working together (greenworks plugin, r218, NW.js 0.13.0-alpha6, Steamworks SDK v1.35)?

    NW 0.13.0 alpha 7 is good.

    Greenworks isn't, yet.

    Hopefully it's up soon because I'm going to need those achievements.

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  • It's a very annoying thing that I've noticed for a LONG time... you issue a clear target, and they just ignore it. The reason is on changing layouts, turrets keep who they are tracking, it doesn't reset.

    But I call in a function to reset them on start of layout, which they ignore.

    How are we supposed to do it the correct way, or how do you guys who use turrets do it?

    Clear Target Then Unacquire ?

  • Congratulations on your Steam release! Everybody go buy it!

    Thanks Adam,

    and no, only buy it if you like space trader/combat sims.

  • jobel

    It works so I've deployed it, got lots of beta players on it already no issues. I have no choice really because my game is too big for NW 0.12 and even 0.10.5 with their memory leak issues (a known bug with older Chromiums).

    Also, I haven't used the group disable/enable feature so I don't know if its the cause. I just know about the audio preload not working, which CAN and DOES cause stutter in my game unless its pre-loaded manually.

  • I think it may be due to the sound as well. This alpha does not preload audio if you set the project properties to preload. It also ignores the Audio event to preload.

    How I got around it in my game was made a trigger to call the sound fx I need, by playing them staggered after on start of layout, but at -50 or -100 decibels so you can't hear it, but it plays and loaded into memory. So the subsequent plays won't stutter for that layout.

  • If the layout remains the same, it should not have occasional lagspikes. Basically the asset loaded will remain in memory until layout change.

    I've noticed upon layout change, ~5 to 10 seconds, gc kicks in, there's a small stutter as memory is cleaned of un-used assets.

    What I also do is have a function that calls regularly used explosions, sprites particles etc off the screen on start of layout, this acts as a "pre-load" mechanic by putting them into memory first, so when they are used and called, they won't cause loading stutter.

    Because this is the way gc works you have to design your game around it. Basically any big sprites should be called on start of layout (then destroyed if its not needed right then).

  • 0.13 alpha 7?

  • Colludium

    I'm not using any greenworks plugin atm since none is available for 0.13 alphas. Steam cards, overlay, cloud don't need plugins. Only achievements do and I hope Ashley will now work on updating greenworks now that we got a good NW to build upon.

    bclikesyou

    There is no work around, if you got over ~1000 assets, even the older NW does not work. I tested it recently on 0.10.5 - 0.12 and this alpha.

  • Great stuff.

    I'm happy to report (for my game on Steam) that 0.13.0 alpha 7 is excellent. Pretty much all the issues with performance, jank, memory leak are all gone.

    There's also a bonus: It's around 20-25% faster than older NW, since the recent Chromium is improved with better JS engine.

    Another huge bonus: Improved WebGL compatibility with Intel GPU. We're talking a game changer here. Before, as many would know, Intel HD3000 or 4000 would lag on C2 NW games which uses some WebGL shader/effects. Now it's butter smooth.

    Here's the real kicker: Even HD2000, and Intel Express Chipset 4 graphics (we're talking from 2006), runs it butter smooth. Which is crazy good.

    However, not all is rosy. Here's the major fail: MAC export will not function for games with a lot of assets. The red bar loading stuck bug is still there.

    As for Linux, I don't know, no experience in it to test.

    ps. Looking forward to Greenworks for the new next-gen NW! Just need achievements. :p

  • Really nicely done, I can see it being an excellent mobile game.

  • The crazy thing... I've had 2 beta testers on very old PCs.

    With duo core 2ghz from 2006. On integrated express chipset graphics 4 from Intel. Not even HD3000. Like before and beyond that.

    They tell me the game runs fluids, a little bit of lag in the biggest battles only.

    The amount of particles and effect usage is quite high so I am very pleased with the performance on NW 0.13 alpha 7. I did test this prior on NW 0.10.5 and it ran crap on anything Intel, even newer HD4000.