jobel's Forum Posts

  • well it's not supported.. and potentially it could break something..depending on if you used a new feature that is not in an older version.. but 99% of the time it should be fine..

    i.e. if your project uses Local Storage and you change it from version 20300 to version 18700, you will have a problem since Local Storage was not in C2 at that time. I don't know if there's a way to take out the new events, but I wouldn't want to mess with it.

    I mostly change the caproj for downloading other people's posted capx... everyone seems in a hurry to update, I'm always way behind..

  • need more info..

    are your sprites top-down view or side-view or isometric?

    how are you turning your enemy sprites? rotate? set angle? mirror?

    to get the enemies to not all act in concert I do things like add random(x) to the equation. and if they are turning or rotating toward the player, you can turn at different rates so they don't all look like copies doing the same thing..

  • if you want to revert to an earlier version of C2, open the capx with Winrar and edit the caproj file.

    change:

    <saved-with-version>20000</saved-with-version>

    to

    <saved-with-version>19200</saved-with-version>

  • I wasn't posting because of the search parsing out.. I was more bringing attention to how you can't search on the new name "NW.js" opposed to node-webkit which seems a bit of a problem! (seeing how many questions and problems ppls been having)

    The Google workaround seems easy enough, but kind of cludgy... I think the search should at least take quotes into effect and search on the whole string. Not sure how much Ashely or Tom have control over that but just thought I'd bring it up.

  • I typed "NW.js" in the Forum Search and got this:

    The following words in your search query were ignored because they are too common words: nw js.

    You must specify at least one word to search for. Each word must consist of at least 3 characters and must not contain more than 14 characters excluding wildcards.

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  • OMG it's a process... lol : http://www.reddit.com/r/gamedev/comment ... _saturday/

    1. Use Fraps to record

    2. Import to VirtualDub, remove every 3rd to 4th frame to keep file size down, and export as animated gif.

    I've been working on this for my game.. yes it's not easy! I'm not able to keep my GIF filesizes down though.. even 10 second videos come out to 5-8MBs. Trying to keep it under 3MB to post to twitter and so far haven't been able to do it. I've been using GifCam and ScreentoGif. Haven't tried the GIMP step or VirtualDub...thanks for the reddit link...

  • hey looks good so far, I'll be following your progress!

  • K3yshadow did it ever work without bugs in Node?

    Since Node is just a paired down version of Chrome I wouldn't think it's the export. And since you tested with earlier versions of Node/C2 and you are still getting the bug it seem highly unlikely it's Node. Only saying that because this issue would have come up in the past 6 months with something as basic as OnOverlap

    Could it be a performance issue? How is the FPS and cpu_utilisation?

    I would try to snippet the code that is not working or behaving buggy and put that in it's own project. Then export to Node and see if you can reproduce it. If so, then you'll have something to submit to Ashley

  • here's my first impression reviews of these 3 apps.

    LICEcap

    Pros

      -simple. -easy to use. -small output file. -cool stop after X seconds option

    Cons

      -no export options. -awkward recording process. you hit 'record', then it prompts for filename, then gives you a countdown to recording

    GifCam

    Pros

      -has an awesome 'Always On Top' windows feature which all the others lack. -lots of different export presets and preview to see what those presets will look like (as well as filesize). -allows you to export as many times as you want. (others release the recording after an export) -some interesting editing options like: delete even frames (although couldn't find a way to slow the speed after)

    Cons

      -non-standard UI. super confusing, dropdowns that are also buttons? buttons like "Frame" that add to your gif? right clicks for editing.. not impossible to use, just strange. -can't fine tune export presets

    ScreenToGif

    Pros

      -easy to use -has hot keys to trigger start/stop recording -lots of different export and editing options -fine tune exporting

    Cons

      -crashed a couple times on me. -approx 2 second delay when hitting record (or hotkey) which is awkward when you are trying to only capture 10 seconds -file sizes were bigger for some reason (5x bigger!), not sure why. probably because there were so many options..i.e. Quality slider -because there are so many export options it's really annoying for the capture to go away after you hit "Done" and it does not estimate filesize so it's all trial and error.

    final verdict: it depends on what you are doing. I'm trying to get a 8-10 second clip and have that be under 3MB which is proving to be very difficult. My window size is approx 600x400.. feels like I should be able to do since I'm willing to sacrifice quality, but so far.. no go. It feels like GifCam/ScreenToGif is better for me since there are more options.. still both have their strengths and weaknesses.

    I can see where pixel art would be better suited for this (gifs).

  • Aphrodite I've seen lots of devs show a quick little demo of what they are working on and Tweet a short gif showing it.. thought it was cool. In my space game, I just created a chaff upgrade (defensive cluster missile that blows up incoming missiles) and wanted to Tweet a short gif showing it off.

    mattb interesting you mention pixel art... since my game is 1920x1080.. so I probably need to somehow zoom-in on the area I want to record. thx!

    Also, making cool gifs is not easy! I guess it depends on your game.. but for me, I never know how it's going to play out, so I have a tons and tons of screen caps! it's like a whole other job..

  • thanks R0J0hound, actually I think it was one of your example capxs that inspired my question. I believe it was "GetBack.capx". You have bullet behavior on the 'badSprites' and then you do a For Each and depending on their distance to each other you do a "Move At Angle" on each of them which seems to override the bullet behavior?

    Re: my pin example, would the conflicting movement show on slower computers? or could there be a lag? On my laptop (i5 chip, 4GBram), the game is running at a lower fps and it looks like the bullet behavior starts to happen, but is then corrected by the pin. I can't be sure, but the sprite is definitely shaking (it's not super noticeable, but it made me wonder what was happening) and it does NOT do that on my desktop computer.

  • Hi all,

    Can anyone explain the hierarchy of behaviors? When there are multiple behaviors on an object, does the order matter? I believe so. I've been trying to find doc on it. Also in some capxs that people have posted to the forums I've noticed people will use the Bullet behavior and then use Move at Angle action. So I assume normal actions supersede behaviors?

    For example I have bullet, rotate and pin on an object1. In my game I have the player on collision with object1 then object1 will be pinned to the player. It looks fine on my desktop, the object1 sticks to the player and but still rotates in place. However, when I run it on my laptop (a less powerful machine) I can see object1 sort of shaking, like it's the bullet behavior that is trying to make it go, but then is pin keeping it in place? and it just so happens on the less powerful machine I'm seeing a slowed down redraw rate which is exposing conflicting movements?

    anyone know more about this? thanks..

  • I really like LICEcap.. playing with gifcam now... thanks!

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