Jase00's Forum Posts

  • You know when you export as Node-Webkit, and you get that little "Dxinstaller" .exe thing? (Forgot what it's called)

    Perhaps you need to run that once, then try running the project. Happened to me in the past and worked for me

  • I love making game menus! I don't think I hate anything in terms of creating or implementing (Though I'm terrible with sound/music creation, I do think it's fun to work with!). I hate it when there's a problem in your events but you just can't seem to figure it out and begin to think it's a bug but you continue to check and then eventually realise it's the most obvious thing ever, like a slight misspelling, and volia!, you fix it. I mean it's satisfying to fix the problem, but it really gets annoying when you spend over an hour at a random problem when you want to work on more important things

    I think this should have been posted in the Open Topic section, could lead to some interesting discussion!

  • Yo bro

    Your lighting effects and day/night effects are amazing!

  • This looks incredibly pretty, nice effects and artwork!

    But I gotta say, the gameplay. Trailer doesn't show too much, looks like all you can do is walk and jump. Though I'm sure there's more to it, it's only the 1st trailer

    Goodluck!

  • Just to give a bit of input that makes me fearful to use Tiled Backgrounds in a Linear sampled game:

    Here's 2 screenshots of a test application ran in Chrome.

    The scale is set to Crop and the image is perfectly 64x64 (The blank square is tiled background, the one labelled 'sprite' are sprites lol).

    The tiled image is stretched out and used as it should be, whilst the Sprites are positioned next to eachother (64 pixels apart).

    The image is totally red, but there's 1pixel line at the bottom of the image of Blue, and the top of the image is 1 pixel transparent. (Again, still keeping to 64x64, as we are advised to do this to prevent seams)

    So from this setup, the seams you would expect to look the same for both the sprite, and tiled background. And it does when the zoom of the layout isn't changed. This is good!

    But if you zoom out/in, certain zoom amounts will cause seams in the tiled background (Which should not happen as long as your image is a power of 2 [64x64])

    This shows that it is probably better to use Sprite if your game has zooming or uses a "Project scale" feature that causes images to zoom in/out.

    Ofcourse, I'm not suggesting you SHOULD use sprite, because perhaps this is an unreported bug, but I've never really thought to report it as I read from other posts that seams are a global texture/hardware problem and so it's probably going to remain this way unless we work around it.

    Here is the example file I made: https://dl.dropboxusercontent.com/u/776 ... 64x64.capx

    EDIT: Grammarz

  • +1 for Bandicam

  • Regarding fangames,

    I used to use KnP, TGF, MMF2, and I used to make fangames of Sonic and MapleStory. I still continued to do that even when moving to C2, but I began to realise how bad it could become if I made a game that (somehow) became insanely popular. For example, maybe if the company was really strict, they may demand me to remove my game for download, meaning all the months/years of work would be destroyed. (Though the experience gained would be pretty awesome)

    I still have ideas for fangames that are small, and I reckon I'll make them for a laugh some day, companies don't care (afaik) as long as you're not generating millions of £££ from using their content without permission.

    So as a general opinion, yeah continue making fangames, it's great, it really is! There's some amazing Sonic fangames out there that I've played. But if, and ONLY if you want to make money in any way, consider dipping your toe in the waters of Original Content.

    Whatever path you take, goodluck! I'd love to see you post in the Works in Progress sub-forum!

  • +1 I've experienced this too, though a smallish workaround is to click Pause on the debugger, it will pause all the profiler stuff so you can read it without it moving everywhere

  • Looks sweet!

  • vtrix , hey, you're right, never thought of that! I can add an extra instance variable and increase it when each one is reached. Thanks!

  • Hey!

    So I was wondering about a new action in the pathfinding behaviour that I reckon would be of use to those making platformer games.

    I've implemented the behaviour into my game and it's going pretty well so far, but I realised that the pathfinding behaviour expects the sprite to go EXACTLY into the coordinates of the cell in order to begin travelling to the next cell. This is a bad thing with platforming, as is could be pretty unlikely that the sprite will go exactly into the cell's coordinates.

    I was thinking an action "Go to next cell" would be great. This could be used with the event "Pick overlapping point", to test if the sprite is overlapping the cell's coordinates, which will then allow the sprite to begin travelling to the next cell, rather than incessantly trying to precisely hit the cell's coordinates!

    Is there any shortcomings to this idea?

    Thanks!

  • I have all 4000 events in one sheet haha, I will split them up and will report back. And sure, though maybe having 4000 events is why it takes a short while to preview. I'll have to break the project by removing third-party plugins (I think I remember all the ones I've used) I've used but I'll give it in it's current state. I'll email it soon

    EDIT:

    Ashley I think I just figured it out myself actually. I looked back through old emails we had and you mentioned how on my last project, it had over 5000 images which was bad, I've basically done that again, looking in my projects' folder I have around 1500 images. This is due to having multiple weapons/clothing in my game that can be equipped dynamically with different characters. I think I remember trying out using external images + "Load image from URL" for animations but I couldn't get what I wanted (I tried using 1 object that had multiple isntances, but they all have to share the same image data so I couldn't have more than 1 clothed player/weapon when using external images) So I've ended up repeating the same process again without realising I mean the game runs brilliantly at 60fps (even on older laptops), but C2 itself is chugging since I'm designing it pretty poorly I suppose.

  • Hey there,

    So I just read through the new blog entry here: https://www.scirra.com/blog/141/common- ... nd-gotchas

    It was very informative and taught me a few things (Especially that "abs(Sprite.X - 100) < 0.01" formula), but after reading the stuff about project files (Using project files for long amounts of string data is a good way to speed things up), it made me wonder what else could speed up loading/saving/previewing times.

    I generally find that when I save my current project, it takes 10 seconds, (then saves a backup which takes another 10 I think). When it autosaves, it takes a lot longer than this, about 30 seconds altogether. When I preview, it can take up to about 20 seconds to load.

    I feel it's dumb to say all this considering 20 seconds sounds very low and I should just be patient, but I've been dealing with this for a long time and when I work on emptier projects and have near-instant load times, it's making me realise how much time I'm spending sitting there waiting for a loading bar just to see 1 little difference I made (I preview quite frequently)

    My project has 4000 events, and according to the info in c2, it uses 36mb of memory, and is 14mb download. I don't have any music in the game and there's quite a lot of images and a few sounds, and I preview locally on the same computer via Chrome (and sometimes Node-Webkit). My computers specs aren't bad, quad core with 6gb ram, so I'm pretty sure it's not my computer, just something I'm doing wrong in C2. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    So considering that using project files for strings of data is a good way to speed up things (I have a few hard-coded events for SpriteFonts to space the letters out but I think that's pretty mild and don't really use long strings of data), I was wondering what else could be done too?

    Thanks!

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  • I like it! If you continue to make this I'll definitely check it out each time!

  • Yeah I experience weird behaviour with the image editor. No crashes, just confusing behaviour involving frames/animations appearing to be selected but it's actually editing a different frame/animation (usually the first frame/first animation in the list).