Halfgeek's Forum Posts

  • It's every bit programming as other languages, but instead of typing raw code you use short cuts via events & conditions.

    It requires the same logical thinking IMO.

  • Doesn't make any difference if you compress the images (this only reduces the app size on download & installed), art gets loaded into vram as raw textures.

    C2 underestimates memory use in the editor because that assumes a few key factors which may not apply to mobiles.

    The first thing is you need to figure out: is PhoneGap using the system WebView on iOS? If so, forget-about making complex games with lots of art assets and using PhoneGap. Just forget about it. iOS hates games that use above 100MB of memory and definitely anything 200MB+ is asking for repeated crashes. Do not forget that our testing devices are quite clean, user devices are bloated with many many apps running in the background.

    You need to use iOS8+ improved WKWebView if you have a complex game.

  • Like the ui apart from the font. Could do with something a bit more futuristic looking

    Don't know which to settle with though. The fancy futuristic looking ones tend to distract.

    I recently played Shadow Run and its font was quite standard (I swear it looks like some derivative of Arial!!) but works really well, its clear, sharp and obvious, never distracting from me obtaining the info asap.

  • Very minimalistic in-flight UI for ship targeting.

    New fleet video:

    Subscribe to Construct videos now

    Hopefully not too amateurish, I have a very bad flair for UIs. :/

  • It's better now than ever. Do give Scirra your support so they keep on pushing out updates for us all.

  • Make the game that YOU want to play, that EXCITES you.

    Don't make a game that you think others want to play.

  • I don't have exp with PhoneGap so I can't comment to this specific crash.

    I used CJS WebView+ which ran on WKWebView (requires iOS 8+) on iOS with enhanced memory usage and performance. I don't know if PhoneGap uses that or just the default system WebView, which actually suck a lot for C2 games that are complex.

  • What is early access? My goal is to get on Steam, but my game won't be ready for a few months. As long as I get it done by the end of the year, I'll be happy. But when I hear people talking about Steam and not making anything from it, it makes me nervous. I'm not looking to get rich right away, but it has to be worthwhile at least.

    In brief, EA are often unfinished games that rely on pre-purchasers to support its continuing development. A bonus for supporting the game during development is player feedback in theory helps make for a better finished game. The problem is many EA games in the past don't ever get finished so its received a bad reputation. Many EA titles are also broken, full of bugs and are unplayable or with very little content so gamers auto-skip over any EA games.

    TNP is definitely not like most EA games, its very polished with a good amount of content. If its sold as a finished game right now, it will do well and justify its price tag.

  • Make that 45 Positive reviews.

  • Very few developers test with Intel iGPU in mind.

    Lets hope your report to Intel is looked into seriously and a driver update can resolve it.

  • Re: EA success.

    I only know of a few games that were a hit during EA in recent times: Neo Scavenger & Prison Architect. There's a bunch of others that were successful also but its true, its very rare these days given how much bad rep EA has got.

    I've purchased TNP to support you, but I don't have much free time to play games these days. It's definitely on my big list of games to catch up on (Divinity, Dragon Age Inq are the big ones coming up next!).

    I think TNP will do really well once its live-launched, so good luck and all the best!

  • DARTH Crusher

    Thanks, II is going to be lots better, luck willing.

    atomoso

    Thanks for the feedback.

    I haven't fully experimented with the parallax dust clouds yet, I'm re-using the ones I had for Star Nomad, which is just a grey/black cloud on 20-40% opacity to generate depth with parallax. Will throw in fancy colors or more refined patches later.

    The background is quite sharp (2048 x 2048) but once the layers are on top (in systems that are meant to be nebulas) it does get washed out.

    This is without the dust layers, its pretty sharp and loses the sense of depth with the additional parallax layers. I'll look to use colored dust patches for non nebula systems so that it gives the impression of depth when movement is occurring. Planets are place holder for code. Only final art are ships.

    [attachment=1:5s0ojjs9][/attachment:5s0ojjs9]

    And here's without the top parallax dust layer, ships are clearer & more vibrant but the background is toned down as well as retaining 2 deep parallax layer for depth. This would be most systems. Nebula systems have an additional layer on top of ships.

    [attachment=0:5s0ojjs9][/attachment:5s0ojjs9]

    I don't like having a stark naked BG its just too distracting. I prefer it to be very dark or faded so the focus is on ships.

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  • Why do you need a lawyer?

    If its more than 5K in the bank (for you personally) then get business license. Pretty simple, no?

  • Just an idea. You could spread out the processor load further by doing something like this: instead of updating all the enemies every time interval just update half one interval and the other half the next. Or you could spread it further if needed. That would reduce the amount of stalling when looping over a large number of enemies.

    Thanks. I sorta have that currently, faster units (drones & fighters) are on a different timer branch that updates more frequently than slower ones. Its required to keep them fluid since the distance & angle checks to determine their movement has to be fired more frequently else they collide before evading.

    I enjoy the challenge to optimize so its fun working with the limitations of 1 logic thread.

  • TiAm

    Lunatrap

    I just went through the ship AI to optimize it, moving everything possible (without affecting the fluid nature of combat) under [every 0.1, 0.25 or 0.5 seconds] to calculate instead of prior where it would do it every frame.

    The results are amazing. Peaking around 50% thread usage, right at my goal.

    Ofc if it were multi-thread, one could scale up to enormous fleet battles, entirely Gratuitous! But for now, I am satisfied!

    ps. For the topic of NW 12, it start to stutter. I had to revert back to 10.5 for it to be smooth.

    pss. It was a messy install of NW over the old version (there's too many to test hehe). I've just uninstall it entirely and put back on the newly released NW 12, it's smooth, no problems.