newt's Forum Posts

  • nacra That's really only useful if you have a lot of images at roughly the same size.

  • Might check that the graphics are being compressed in the export.

    Then you can always compress the sprite sheets manually.

    tinypng.com

  • There was for the C2 runtime for the C3 editor, but as far as I know there is no direct conversion, or plug to use the Luna Litetween, or Tween behavior for the C3 runtime.

    Im not even sure if its possible for third party developers to make a direct conversion that will load in both the C2 editor,and the C3 editor.

    I would expect that you would need to make dummy events or documentation of how they work using comments in C2, and then remove the behaviors from your capx.

  • What percent is the change of the scale?

  • Black Screens are almost exclusively WebGl/ram related.

  • That's the bunnymark, almost all engines use it as a benchmark, and yeah it's a silly test that has no real meaning.

    Something to think about is that for a majority of developers, it's not about being able to do anything you want, but being able to do something with what you have.

  • Its Obs. They are the only ones that can do anything about it. You will have to make a request for them to support it.

    Then again it's not like you can make the reviewers update their software.

    A better suggestion would be to move on to other methods of getting publicity.

  • Try the Sine behavior.

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  • Auto tiling would be pretty nice. There's quite a few threads about the bitwise, or "Salt" method on the forum, even a plug or two.

    Might also take a look, or contact Magistross about Easystar.

    construct.net/en/forum/extending-construct-2/addons-29/behavior-easystar-js-pathfindi-96215

    The C3 Pathfinder plug would probably work, but it's a bit quirky for tiles.

  • Yeah, rooms are bit more complicated.

    On that note, I'm kind of wondering if tying it to tilemaps is the best way to go.

    As is you would need to iterate over all the floor tiles if you wanted to get rid of collision cells.

  • Cool, it does look pretty good so far.

  • It doesn't even get that far. It crashes when I click on the Rotjs icon.

    Guess it could be on the C3 side... using todays beta.

    Also, seems like the for each room is not working:

    dropbox.com/s/tcae7j0xoq20zcy/goinrogue.c3p

  • Looks like there is a bug when trying to get expressions using the dictionary popup.

    Error report information

    Type: unhandled exception

    File: editor.construct.net/r126/main.js, line 81, col 166338

    Message: Uncaught Error: instance variables not supported

    Stack: Error: instance variables not supported at r.ǃgJ (https://editor.construct.net/r126/main.js:81:166344) at ǃgJ.next () at Object.ǃoin (https://editor.construct.net/r126/main.js:177:55671) at Object.ǃD$ (https://editor.construct.net/r126/main.js:177:59337) at Array. (https://editor.construct.net/r126/main.js:177:51909) at Object.ǃrYT (https://editor.construct.net/r126/main.js:2:204643) at Object.dispatchEvent (https://editor.construct.net/r126/main.js:2:202682) at Object.ǃqqg (https://editor.construct.net/r126/main.js:2:464879) at HTMLElement. (https://editor.construct.net/r126/main.js:2:468820) at HTMLDocument. (https://editor.construct.net/r126/main.js:2:199416)

    Construct 3 version: r126

    URL: editor.construct.net/r126/index.html

    Date: Mon Nov 19 2018 16:09:17 GMT-0500 (Eastern Standard Time)

    Uptime: 323.1 s

    Platform information

    Browser: Chrome

    Browser version: 70.0.3538.102

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: webapp

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 2

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/70.0.3538.102 Safari/537.36

    C3 release: r126 (beta)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc.

    Renderer: ANGLE (AMD Radeon HD 7480D Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

  • About all you can do to the preloader is change the background via a few changes to the exported index.html.

    There are a few threads on the forum on doing that.

    preloader background site:scirra.com

    Or do a bit of condensing of events, as thats the most likely reason for a long load time for the preloader.

  • Loader layouts are just for preloading assets, and the preloader(the one with the bar), is for associated script loading. Since its all available to load locally you won't see them much anyway.

    I would suggest making a switching layout where you display the custom loader, and then go to whatever the target layout is. Just save the number of the target layout in a global, and use it in the switcher.