scaffa's Forum Posts

  • Hi there,

    The name of the topic aint great, my apolagies

    I'm trying to figure out the following. I want to set a instance variabel to value that is within a Global Variable and lets say the global var is called Gvar1.

    But I also have a Gvar2, Gvar3 and Gvar4.

    For this example the instance variabel has another number variabel that changes from time to time. Based on that number I want to call/use the correct Global Variabel that has the same number at the end.

    I want to do this within one event. Is it possible when setting the value to use something like Gvar&the correct number? I cant simply enter Gvar&str(2) since I get the error that Gvar is not a system expression. But I have no idea how to fix it or convert it to the actual Global Variabel. Is that even possible?

    Thanks!

  • scaffa I didn't make a tutorial, but it's pretty simple. Just set the canvas size, then set the layout scale as a ratio of the original canvas size to the new canvas size.

    Thanks for the info! Did not know that was possible, glad to hear that.

    I just tested the game out on my laptop which is a bit slower then my workstation. The game does not run at 60 fps on the auto res option but the fps is around 46. But its still playable and don't notice any jank. Lowering the res gets the fps to 60 again.

    This is on a Intel i7 Q740

    Ati Radeon Mobile 6300 which is by far a good videocard.

    If I have the time I might be able to test it tonight on a Mac Air which has a intel hd4000 vid card.

  • Don't have a answer to your problems at the moment, sorry! I don't have access to all my computers at the moment but I just tested it on my main workstation and the game runs excellent at 60 fps in Chrome, full screen and on the auto resolution. It looked great.

    Specs:

    i7 2600

    At Radeon 7950

    My laptop is a bit weaker and will test later on that today.

    I have a question though about the resolution change. I thought that was impossible with Construct2. How does that work and how did you do that? Any tutorials out there?

  • In the last few weeks I'm having a problem with the performance when exporting a game with node webkit. I'm aware that this post might belong in the Bugs section but I can't post a capx at the moment and I dont want the files to be public. And it might not be a bug and just a problem on my end so im figuring out what I should do about it and if its actually a bug or just a problem with the current node webkit version.

    Because i'm reading about some jerkiness with the latest node webkit and that a new version is on it's way but im not reading anything about a huge performance decrease. And I don't think the jerkiness is related to bad performance.

    Some details:

    • The game runs in 60 fps in preview mode by using Chrome
    • The game runs in 24-30 fps in preview mode by using Node webkit and also it runs at the same speed after exporting it properly.
    • The game runs around 50fps when opening a HTML5 export in Firefox.
    • Turning webgl on or off makes no difference in fps. All the exports are tested with webgl on.

    I also tested various settings with low detail scaling and what ever I could think of it makes no difference.

    The estimate memory use is 77mb and on most layouts the memory use is around 50 to 60mb while playing the game. With the debug I checked the cpu usage and it's mostly around 20 to 40%. Need to take into account that the debugpreview already uses quite some cpu speed in my experience. Profiler lists around 6 to 8% for the engine and same numbers for the Draw Calls.

    This happens on various laptops, i7 Q740 with an AMD Radeon 6300M, a MacBook Air i5 with onboard hd4000 and on a Surface 1. It does not happen on my main work machine which is an I7 2600 with an Ati Radeon 7960.

    While playing the game and checking the task manager on the slowest machine the cpu is actually around 6% and memory usage around 45% total, so its not at it's limit. That machine has a clean windows 8.1 install and the same happend on the prior windoes 7 install.

    The first thought would be that the first three machines are not fast enough but while testing it in html5 and seeing cpu+mem usage in the debug mode it appears that it should run perfectly fine. Mem usage is super low in my opinion and the cpu usage is alright.

    Another test I did was using the old 0.8.6 NWK version and see if that would bring any improvements and it did but not perfectly. The fps changed from 20-30 to around 45 fps.

    Apolagies for the long post. It's been keeping me busy for quite a while now and seeing the game run smooth in html5 makes me happy but it's been confusing the me why the export does not have the same results. So i'm curious if anyone else is experiencing the same problem?

  • I encountered a very similair problem a few days ago. I created a 1x1 sprite with a bullet behaviour, just to test something out. In preview the project worked fine but while exporting the project I received an unknown error.

    Just by trail and error and checking older builds I found out that the cause was the sprite. I resized the sprite and that solved the problem.

    Have not had the time to replicate the 'bug' in a new project, but was planning to do so this weekend and post it.

    This is awesome news! Super excited about this, very nice work!

  • This would definitely be a great addition to the audio plugin. And also very awesome if it will make it in C2

  • Thanks! Not sure yet. Got some quality feedback at a recent game event and improving quite a few aspects of the game now, for example the UI and menu's. Also busy with implementing the weapon and powerup systems. And that needs some balancing/playtesting for sure

    There is an alpha version available on Desura but that is quite an old build sadly and doesnt feature the redesigns and such. But I'm aiming to release a newer version on Desura around december.

  • I uploaded a new video yesterday which showcases another stage in action. The stage is called Nexion and takes place on a planet riddled with bugs!

    youtube.com/watch?v=CQaThp6_QJ8

    Apolagies for the non working link, not enough rep

  • Hey there!, this game looks really great, i'm digging the pixel-art style.

    Something i noticed though, you could change the collision for the ground so it has a more of a 2.5D kinda feel

    [attachment=0:3a89kwhb][/attachment:3a89kwhb]

    It's just a suggestion

    Keep it up!

    Thanks for the suggestion and I have to say you are absolutely right. The collision on that part has always bugged me a little bit since it doesnt really make sense the way it is now. Not sure if I will adjust it but wil certainly test it and see how it feels.

    Thanks for the comments!

  • Oh yeah, my bad. Didn't think of that. That would be a nice option to have.

  • I just uploaded a new video that showcases another stage, called Haven, in action. Hope it's alright to post it right here

    youtu.be/N2XzvV5Qfro

  • Isn't it easier to edit your audio (original source) in something like Audition or Audacity to have a fade out? That's the route I would take Audacity is free and very usefull for this sorta stuff.

  • Looking good

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  • The first 5 minutes of CoinOp Story in its Alpha version!!!

    That looks very well done! Nice work. I like the color palette a lot and the music is great.