nemo's Forum Posts

  • ---

    Here's my project at it's current state.

  • It would be kind of cool to have a forum prison instead of IP ban. Then these prisoners would only be allowed to talk with each other and with the spam bots that are trapped in there<img src="smileys/smiley1.gif" border="0" align="middle" /> Maybe with some rep they could bail out.

    This was more related to what Ashley said and I'm not serious.

  • I'm facing a bit sad situation right now with my project. With 1.3 my physics based game was running well on Android. FPS with Samsung galaxy S mini was 40 FPS and with Asus Transformer(4.0.3) it was pure 60 FPS. Now when I run my game in 1.4 launcher with galaxy s mini, I get 50-60 FPS good, but comes with this horrible audio bug. Asus Transformer(4.0.3) runs my game now with 20-30 FPS, making the game unplayable.

    The audio bug must be something that Construct 2 does when leaving the app and then returning to it.

  • With CocoonJS launcher my game runs with solid 58FPS on Android tablet and phone, but after I use CocoonJS Cloud service to export I get the version of my game without webGL enabled. Does anyone have any good idea why is this? I have exported my project from Construct2 with WEbGL enabled.

    One major problem that I have with the launcher and cloud service, is that the music plays over already playing song. If anyone tries to run their games and then receive a phone call, full screen ad or just do something with their phones while the game is running in the background everything is OK before they wan't to return to the running game, then the music plays over the old music as many times as the user leaves the app and comes back.

  • I opened Google chrome's developer tools and noticed error warning message: Viewport target-densitydpi is not supported. :50000/:11

    Using WebGL renderer preview_prelude.js:39

    Shader '<default>' log: (empty) preview_prelude.js:39

    Shader '<point>' log: (empty) preview_prelude.js:39

    Max texture size: 8192 preview_prelude.js:39

    WebGL Extensions: OES_texture_float,OES_standard_derivatives,WEBKIT_EXT_texture_filter_anisotropic,OES_vertex_array_object,OES_element_index_uint,WEBGL_lose_context,WEBKIT_WEBGL_compressed_texture_s3tc,WEBKIT_WEBGL_depth_texture preview_prelude.js:39

    Point size range: 1 to 256

    I tried with an empty project and it's still there. Does anyone else see this? I was thinking if it's related to CocoonJS's problems...

  • 1.4

    I have no problems with the old spritefont never have had any, welll sometimes the text turns transparent.

    My biggest issues are that the new cocoonjs seems to be loading content and then forgetting the loaded content and then loading the content again. This causes annoying lag everytime something happens. I would prefer the old physics because my old exported projects are using the old physics engine and they all work perfectly. This new native box2D physics is breaking my project and making it fuction differently compared to what I see in Construct2 on PC. It will be impossible for me to make it work properly and now it's smooth and slow missing all the collisions(I would like to add option to use the web based box2D also when exporting). Also full screen advertisement causes music to play twice making it sound horrible horrible.

    Some of these things are of course Construct2's fault like the physics change. I would like to control when to load stuff in my game to avoid lagginess and please let me use the old functional physics.

  • UberLou

    Looks awesome.

  • CrudeMik Guizmus

    It's just a really simple trick. I create 60-100 sprites that are looking like flashlight beams and set their angles to random(360) and random lenght. They are created on one layer that is set to be transparent. Now how to create the illusion of shadows being cast? Every time one of these light beams touch a wall, it will get disabled and your game don't need to draw it. So actually the more obstacles there is the faster your game should run due to less drawing to be made. The more beams you create the more realistic it will look. There's lot of tricky adjustments to be made. This is a good trick because you can have multiple light sources and you can adjust the amount of beams created and make it run also on slower systems.

  • I usually mix everything that I do and it helps me to reveal/consider different solutions. Creating the main focus art, such as the main character and some music helps to motivate and give some faith to the project. But if you do too much art it will kill your creativity and eventually create some frustration. The most important part is to write down a list of things to be fixed and ideas to be made. Once you have this very powerful list it helps you to pick a task that you feel most comfortable on that day. Sometimes you don't know what to do and it's hard to get any motivation, the easiest way is to have a list like that and you can just overline the ones that you have completed and always feel that you're going forward and have accomplished something each day. Remember to save new file every time you manage to create something that works. If you reach a point where things get complicated it's nice to know that you can jump right back to where the game was working.

  • I would recommend keeping the old model and start building paid things around it. Stuff like level editor for Construct 2, plugin dev tools, 24/7 phone support, e-mail support, mobile publishing service(help users to publish their apps via skype, chatting tools or just do everything on behalf of the developers).

    Right now Construct 2 is attracting young people who has this "realistic" dream of creating MMOG games and earning millions with them and flooding the forum with questions around those projects, so advanced user forum subscription would be great for companies or just the ones owning the Business Edition.

    It's obvious that Scirra needs more people to work with Construct 2. And as always with all companies there's the risk that the key person get's hit by a car and dies. Then there should be someone who knows the code and is able to continue and assist other programmers(just a typical Senior/Junior programmer setting).

  • Can I get videos to play in full screen?

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  • They have lot of upset people on their forum and still no info. If it would be that Apple has rejected or have issues with CocoonJSWebGL it would explain the current hiatus of Ludei. Well I hope this is not the case.

  • Great to hear about this. This is industry standards and the most effective way for performance on any platform. There's a good tutorial on these forums to make instances form words for anyone who wan't to operate individual letters, but it will eat your FPS on mobile.

  • I think Construct 2 is more capable than it's advertising suggests. Saying no programming required is kind of something that makes you think that Construct 2 is limited.

    I would advertise C2 in a more appealing way. For example, create powerful HTML5 games with innovative visual scripting. Take your existing skills and create fast prototypes for your company. Construct 2 is easy to learn even for beginners and powerful enough for the advanced users.

    And my opinion about if you need to know programming to use C2? To create something playable for you and your friends you don't need to know anything about anything. And to create something that others would play? I think you need to know at least some basics of scripting to create your own game and to understand what you are doing and why. If you don't know anything, then it's just like altering ini-files and textures for AAA-games.

  • I exported from r133 and everything's working fine. I have couple of Android devices and it works perfectly on those. I can't say anything about iOS because I don't have and iPhone.

    I do have quite old version of the plugin so maybe thats why it's working for me.

    The only problems I get is with physics. My game started crashing after the update.