NetOne's Forum Posts

    Im thinking a good compromise would be 30 hours full featured free use per year for anyone, new comers and lapsed subs like.

    This would be far better than a cut down demo for new comers allowing them to get familiar enough with the tool to make an informed choice to sub. It would give C2 veterans and lapsed C3 subs the reassurance that they would not be held ransom to sub just to make a small change to games previously developed in the tool. Which, in a weird reverse psychologically twisted way, would mean they are actually more likely to sub.

    Also I would like to add that, everything digital, at least front end, is moving (abet lowly) towards web based and online. In that respect Scirra is presently ahead of the curve. Although large data may still be moved around discreetly there will be no more programs or apps to download and install. People will expect things to be instantly available through some online portal ( browser or other). Anyone who doesn't prepare for that now will be left obsolete or playing catch up. And we, as Construct developers, can rest assured that our creations will be compatible with this future.... Im happy to sub for that.

  • Maybe could get harder a little quicker for me.

    But more importantly I think you need to tweak the control just a little.

    I like the way the ship moves out a little bit on key on then moves all the way on key off.

    However, maybe I didn't understand, but it is not good that I am always committed to that move once key on.

    I would sometimes like to cancel the fist key on and move in the opposite direction.

    So a second key on in the opposite direction should cancel the first key on. and move a little bit to the opposite way.

  • The guy who did these exact pics (in the op) discusses how he did it and other stuff in this gdc video.

    he is discussing how he used colour pallette cycling to animate the pics in question at about 6 minutes and that it's actually almost impossible to do with modern tools. it is really worth watching the whole vid if you are into pixel art

    gdc video about the original pics posted.

    https://youtu.be/aMcJ1Jvtef0

    8 bitish pixel art.

    Link to original work now available through browser.

    http://www.effectgames.com/demos/canvascycle/

    .

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  • JohnnySix

    Mechanics feel really good on that. You should take that forward into a larger project.

  • I would bring/send the nw.js file over to a friend with a crappy laptop and see what happens before you start meddling with your code.

    That fact that it runs 60 fps on edge (on the surfacebook?) on the intel grfx is telling me something more sinister is going on.

    Generally, so far, ive been impressed with the performance of C2 output considering all the hate it gets wrt performance. (I have a very alpha shmup running with sometimes 80 enemies and at least 200+ bullets with a scrolling background (also 3 layer tilemaps) all running at 60 fps on i5 and integrated grfx) . Also Im positive chrome is not sitting quite right with W10 on these surface devices but I dont know enough of the technical to prove it.

    Anyway good luck... hope you sort.

  • I have been following this for some years.

    It is both depressing (as I am trying to create a shmup myself) and exciting (want to get my hands on it)

    It looks like it is nearly ready to ship.....

    basically it is a shmup creator developed by pros on the side (they work for big games companies like ubisoft and crytek)

    https://forums.tigsource.com/index.php?topic=42404.0

  • You probably know what your doing more than I do but ur object count is high and ur collision checks seem abnormally high for the game you are describing.

    Also the fact the ur fps is dropping may indicate some object spawning or array growing out of control. Though I think that machine should be able to handle anything you throw at it. (Obviously Chrome these days is set to hardware accelerated as default but it is worth checking in advanced settings maybe it got unticked).

    but before u start blaming ur code I would love to know...,

    1) what FPS are you getting previewing with Edge on the surface book?

    2) what fps are you getting from exported nwjs vs preview nwjs on the sb?

    3) what fps are you getting on any other machine?

    I ask because I have seen similar issues with previewing chrome and nwjs full screen on surface pro. But not when running exported. It may have something to do with vsync issues, or aggressive power saving (especially on the skylake models), while previewing chrome/nw.js on these specific ms surface pro/book devices.

  • Brilliant! Wow

    That's the sort of thing I am talking about

    How do you find the time???

    You have inspired me...no more lurking in forum I must go work on my game......

  • Currently it is a bit of a pain to navigate in the layout window due to the amount of unnecessary pan and zoom required.

    It would make work flow much easier and quicker (in the layout window) (and less lightly to induce RSI)  if

    1) mouse wheel would zoom directly (without the need to hold control) and

    2) that zooming would zoom in on the cursor position (rather than the centre)

    You don't need  mouse wheel to scroll up/dn (which it currently does) we already have middle hold panning for that so it could be reassigned for zoom.

    Direct mouse wheel zoom on curser is common in the best industrial 3D CAD applications (which I use on a daily basis for work), it can massively increase work flow and would make C2 layouts much more pleasant to use.

    cheers

  • Ashley

    Sorry for the very late response.

    Ive just tried with v0.22.0 (Chromium 58)

    No change as far as I can see.

    Previewing nw.js from C2 (edit r244) touch is still playing up, sticking, unresponsive, laggy.

    Exported nw.js though is fine.

    This is on windows 10 surface pro 4

    edit: just analysed whats going on, maybe might help

    On Preview it seems to register the correct touch input for a fraction of a second then totally ignores further input until all touch off then it resets and will recognize the next touch input again but just for a fraction of a second only again.

  • Scirra

    I have found it very beneficial to have a single event sheet with just one big comment where I make notes on the game as I progress.

    This is in addition to in line comments.

    This note sheet might contain anything from reminding myself why I did things a certain way or to do things a specific way; to instructions for myself to complete certain operations. Eg in my case I made a system to draw a curve in the game then export it / import it back into the game as json. But as it can be weeks between doing this operation and working on other stuff I tend to forget what the hell I was doing all those weeks ago. It also would be beneficial to have a sheet of notes if you needed to pass the capx file to others to use.

    I know I could do this elsewhere in a different format but it is very convenient to have it within the tool attached the relevant capx file.

    It kind of works ok doing it just using a big comment but the comment feature wasn’t designed for this sort of use eg you have to shift enter to get a new line.

    So yea, a request to have a simple text notes tab attached to a capx file. like an event sheet but not. Orrrr……Perhaps going too far, but something like an MS OneNote tab with ability to include links and pictures etc. Just an Idea (you can file under “nice to have”). Cheers

  • Just wondering.

    Most people, it seems, are wrapping their creations into nwjs for steam or various wrappers for android or iOS. Or uploading to those awfull shovelware game hosting sites or facebook etc. It almost feels like people love the Construct Tool but do everything possible to disguise that it is HTML/JS.

    Is there anyone embracing, what I think is one of the real advantages with HTML which is hosting your own game on your own site in whatever manner you choose. Making it available in a browser for everyone?

    For example

    with an open demo then a pay-walled full version,

    or a windowed with ads and a pay-walled full screen ad free version etc.

    Then you drive traffic to your site in whatever way you choose

    Is there anyone doing this? and if so can you give us any tips, advice, best practice, best tools etc?

    cheers.

  • Looks like he's working in unity now.

    There's a few gifs and stuff on his twitter https://twitter.com/firebellys

    There a also strange twitch stream vid from 12 days ago. https://www.twitch.tv/videos/135275635

    there is also few recent updates on the kickstarter saying shipping soon but also alot of people asking for money back

    hope he gets it out. it looks pretty cool....

  • Thanks guys, appreciate your responses. A lot of food for thought.

    DiegoM . Played that Parsec 47 for an hour or so, haven’t heard of that before. That’s my kind of shmup! Simple with cool bulletML.

    After some pontificating on what the heck I’m doing with Construct 2 I have decided to forgo any type of procedurally generated enemy patterns for NetOne shmup 1.0. Mainly because, between work and family (and a little gaming), I just don’t have the time to figure out and integrate all these things. I’m already feeling out of my depth trying to get the basics together!

    So, for now, I will focus on getting the 1.0 core engine complete, nailing the gameplay mechanics, and keeping the feature set small enough that I might actually complete this sometime within the next year.

    ...but definitely I will revisit Roguelike for 2.0…

  • Do you think it could be applied to a shmup? One of the reasons most shmups are so short is the amount of time it must take to script enemy waves. you could spend hours creating and fine tuning an end to end pattern for one single wave that a player will kill off in a second. If those waves could be procedurally generated and still be fair, fun and interesting then it might be worth a shot.

    Where to start tho.....