Jase00's Forum Posts

  • 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!

  • 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).

  • I'm in no way a Linux expert, and I'm not thinking "OMGOMGOGM WE MUST HAVE LINUX SUPPORT NOW!", but to be honest, if there was Linux support (NOT necessarily native Linux support, but advice on how to get it running most efficiently/stable under Wine or something), then I'd be a lot more driven to move on to Ubuntu. I've used Ubuntu before and it's really nice, just feels like a lot to get used to and learn, and I can't work with C2 under it because Wine would crash when I view the layout editor, C2 is a primary application that I use daily.

    Plus there's tonnes of hype going towards Linux thanks to Valve, and I have seen a lot of posts asking about Construct 2 in Linux, which suggests it'd be cool to have at least a method to run C2 under Linux.

  • Try Construct 3

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    Those lighting effects are pretty sweet, decided to check it out and found about 5 nitpicky things about their Scene editor (as well as seeing

    Subscribe to Construct videos now

    , made me think I could instantly preview directly from the scene, but I couldn't; only from web browser. Maybe I'm missing something?) and then I shied away from exploring it any more :/

  • DirectX in Linux?

  • I think you can still use Webstorage, Memory Management is related to technical stuff that affects performance, webstorage should work

  • retrodude

    Your video is AWESOME! That's such a cool and creative customization system. Nice job!

  • Hey there!

    So I was curious as to what the best way to colour sprites would be via WebGL effects. My current method is to make the base sprite red, then about AdjustHSL to change its colour. I'm aware it is intensive converting rgb to hsl, as well as having a bug with certain colours (posted bug report but there's no fix). What other ways could be done?

    I think the only other way I know of to colour sprites is using the tint effect (I'm guessing you start with a white/grey sprite which the tint colours it?). I'm not sure which is the best way.