j0schi's Forum Posts

  • Hey everyone,

    I present you my first “finished” game. Took me 8 days (fulltime) to make and I am pretty proud of it <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> I know its quite basic but your feedback is highly appreciated.

    You can play the game here:

    http://bytecrunch.org/games/ocp1/

    Or at the Scirra Arcade:

    http://www.scirra.com/arcade/addicting- ... n-invasion

    Android (ARM) Version

    http://bytecrunch.org/games/ocp1/OrionC ... vasion.apk

    [attachment=0:tr5pbcut]teaser1.PNG[/attachment:tr5pbcut]

    Currently the game has 2 known Bugs, which I ain`t able to solve myself.

    1) The game lags from time to time in firefox and chrome, which is a known bug in those browsers.

    2) With Crosswalk for android Music is always played at maximum Volume. More details here: viewtopic.php?f=146&t=117827&p=846853#p846853

    Ashley, I would also like to submit this game to the Scirra arcade, but when I click “Upload” it says I should register or Login. When I click on Login or Register I get redirected to the main Scirra page where I am already logged in. Is there a problem with my Account?

    Regards

    Joschi

  • Hi all,

    I had described this problem one week ago in the beginners questions sub forum but the topic didn’t get any attention there. So I try it again here.

    In my game you can set the volume for sound and for music. Everything works with every browser and also in the emulator of the Intel XDK. Once exported and installed on android the music always plays at normal volume (+-0db) even if I hardcode -100DB it has no impact.

    Did anyone else have seen this behaviour?

    Ashley, as this seems to be a crosswalk bug would you kindly address this issue to the developers? I can also do it myself if you wish, but I don’t have the programming knowledge to tell them where exactly this happens in the script. I would highly appreciate if you would take a look at it.

    One Possible Solution would be to import the music as “Sound” but then the decoding at start takes a huge amount of time, as android seems to have some problems with this.

    With kind regards

    joschi

  • Thanks for pointing this out, i will have a look at it

    but it would anyway interest me why the function dont work at this place...

  • Beaverlicious Thank you, but no, that isnt what i meant. take a look at the example i posted

    famekrafts i think 2D would rly do the job maybe i should post some more examples...

    Do you have an idea what such a pack would cost in the asset store?

    regards

    Joschi

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  • Hey Twinblake,

    i am trying to achive the same, but i am stuck as you are...

    [attachment=0:18sq3bug][/attachment:18sq3bug]

    it seems like the *dt not work within functions. if i leave the function away and just do the script so it fades in and out again smoothly as it should. but as soon as i put the action within the function it stops to work, even if i call the function. however wenn i set a total value of opacity in the function it also works...

    to be hornest i have no idea whats going on there O_o

  • sqiddster whats the alternative to waiting...

    and yes this was there 1 1/2 year ago.... i quit developing with construct because of this and cocoonjs... now with crosswalk there is a promising option even if it have bugs

    may i ask what the bug /your game was?

    take a look at KingsRoad. its a big html 5 game... if you look closly at the promovideos on youtube (the background) it seem to suffer from the same problematic. really strange that no one mentions it...

    regards

    joschi

  • iwontnamemyself thanks for the clarification. what i thought was that when a object is destoyd (bullet hit enemy OR enemy is not in layout -> enemy destroy ) would to the trick and memory / CPU is free for other objects to spawn... my game spawns far more than 8000 objects and they get destroyed after leaving the layout or when they get hit by a bullet... and i ran in no troubles.

    when i didnt destroy the bullets outside of the layout however the load bagan to rise, which is normal.

    so i will run another test and spawn 8000 objects and will look at the memory/cpu if it will have any impact.

    regards

    joschi

  • iwontnamemyself could you specify this a little further?

    [quote:1d8tj08k]Setting the position wreaks less havoc on the cpu. The more objects you create throughout the life of the program, the more negative the more the cpu is bogged down. You obviously won't see a difference with only one object, but when you have more than 20 spawning and being destroyed, over and over again, you can see a major difference.

    do you mean the progreamm will run slower and slower over time? i made a top down shooter spawning and destroying the same anemys over and over again, so far i didnt noticed an impact...

    regards

    joschi

  • hey markdo,

    how about taking a sprite? you can also animate the sprite by adding animation frames. it acts the same like a button... also it would be usefull to know what the button does

    regards

  • Hey,

    i am planning on a space sim so i would like to see some space stations!

    so far i can find plenty of spaceships, planets, nebular, backgrounds and so on, but a varity of space stations is really hard to find. i dont even know if there is something out like this.

    so here is what i would really like to see:

    example: http://gyazo.com/3a5a7e8fc3b2241ae0b6b21abd9fd50a

    some examples:

    • Shipyards
    • (otional) Equipmentdocs
    • Tradingstations
    • small lasertower for defense
    • Weaponplattform for defense
    • Mines (atachable to astroids) for example ore, silicon, ...
    • Shipyards
    • 2 Level Foodproduction (raw and processed)
    • Weapon production facility
    • Shield production facility
    • rocket production facility
    • special equipment production facility
    • some custom headquarters
    • jumpgates
    • ...

    what would be cool is some kind of "station construction kit" so that one can build new stations frome some parts in photoshop, without having to make everything...

    some animations would been nice maybe, like flashing lights or something, but i am really not an artist and cant say so much about what is possible. maybe some kind of "docking" port would be nice for the bigger factorys.

    regards

    joschi

  • thank you very much, for pointing this out! i will modify my scritp!

  • allright Ashley, thank you very much!

    Colludium, i am glad it helped. your demo now runs much better, i would say even if there are some jerk its one of the smoothest things i saw in html 5 so far... hahah

    regards

  • I have done a lot of research on this topic as this is one big issue for me.

    my game seems to have a poor quality because of this, and it really anoys me. i cant make a game i love with construct 2 even if i love construct 2.

    here are my thoughts on this:

    1) it is NOT a construct problem! the jitter/stutter is everywhere in html5.

    take a look here: http://www.thewildernessdowntown.com/

    you ddont have to start the film. there are birds flying around smoothly and suddenly they begin to stutter, then they fly smoothly again.

    i see this issue with EVERY html 5 game where are objects moving. even with the simplest animation (using chrome or firefox).

    2) we are not alone with this problem and its not "new" so html 5 is new doesnt count. smooth movement and good audio are some of the MOST IMPORTANT things and should be the first things that work perfectly!

    http://stackoverflow.com/questions/2241 ... on-stutter

    http://stackoverflow.com/questions/1419 ... -in-chrome

    3) it is NOT a hardware problem, at least in most cases. it doesnt matter if its a galaxy s2(crosswalk) or my "high end" gaming pc. this issue of the "micro stuttering" is always present

    4) Colludium with the framedrop on start of layout: move all the objects you are using to the menu. then destroi them.

    it will better the lag when starting the main layout. at least that solves the 25fps for 5 seconds on start of layout problem for me <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    5) we should look out mfor any information if this will befiuxed in a later version of canvas.

    i am especially speaking of crosswalk developpers. maybe they con do something. the least we should do is adress this issue to development teams of the software that causes it.

    6) if those issues dont get fixxed within the next 6 month i really see no pont to develop with html5 at all. eli0s i totally understand your frustration, its the same with me.

    the point is we (the developpers) did nothing wrong than chosing html5/canvas over a engine whith can handle our demand. html5/canvas might be god for point and click / drag and drop games. but nothing with "fast" animations then.

    7) Ashley thanks for reporting that issue. the interesting part for me (and i think for many others) will be when the crosswalk team implements the update (i speaking about the intel xdk for android releases)

    should we directly report this to the crosswalkteam (https://crosswalk-project.org/contribut ... _bugs.html)? or just wait till chromium has fixxed this issue and then report it there?

    kind regards

    joschi

  • just updated to the latest xdk version, unfortunatelly the problem peresists...

    its alwaysthe same, sound and jitter problems. ive also read that android is slow in decoding sounds, thats wye it takes so long to start when i Import the music as sound...

    both circumstances are so not acceptable

    Ashley , could that be a cosntruct bug or is at just an issue with crosswalk? are there any workarounds? is it even possible to develop a "good" game with construct2 for android? i just love constuct and i love making games with it, but whats the use if you cant publish them?

  • Ive enabled it and now it runs in the browser preview like i exported it with crosswalk, which is a nice to have but doesnt solfe the skittering issues... but i am fine with that. whats more important right now is that when i export the app with crosswalk the music aleways gets played at maximum volume! (like i mentioned in my other thread)

    i have a workarround for the lags at game start: i moved all the object to the menu layout and destroy them on start. now the game itself stats with less lags!

    regards joschi