shinichild's Forum Posts

  • I think this post is useful for you.

    https://www.reddit.com/r/olkb/comments/ ... y_keycode/

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  • There is experimental work in plugin made by someone.

    "Windows, Mac and Linux Support

    Construct 3 will run beautifully on whatever operating system you want to use."

    This is what they promised.

    So... native exporter has been denied... I wonder how this is possible.

  • Hi,

    Quick test with OBS (at 30fps) and nw.js 0.18.6 (app source: gamepad test by Ashley from github) Win7-64b nw.js-32b arg --single-process

    https://www.dropbox.com/s/s6xbluug9vmy09c/2016-11-04%2015-33-42.flv?dl=0

    Regards,

    So it's fullscreen capture? Not just windows capture?

  • I always wanted to say something like you two guys said but my English isn't sufficient. XD

    Funny thing is Bandicam recognises the editor rather than preview or in game.

  • I just tried installing the latest (v0.18.5 NW.JS) from their own site into Program Files/NWjsForC2

    But the game won't load, only black screen and there's like 5 .exe files running..

    This is bullshit, excuse my language....

    Strange, mine is working.

    Have you tried to put into win32 or wib64 folder?

  • I'm not a wii u dev so I can only know a little things or two (and I'm also under no NDA so what I can gather is public), it seemed the wiiU did not support webGL at all, so porting a big game to wii u must be a chore.

    Oh, damn. Really? I thought it's one of best things for C2. Well.. still I can export to Win, Mac, Lin but... I wonder console porting (if the devs get permission to port on Xbox Live) supports webGL as well. Otherwise the images will be heavily replaced.

  • And I must say that NW.Js isn't really so reliable. It's good but not solid I might say.

    Some video capture program doesn't work with NW.JS. Manually I need to capture my screen while playing my game windowed mode. I hope C3 drops NW.JS and get it's own system. Because C3 states "Windows, Mac and Linux Support Construct 3 will run beautifully on whatever operating system you want to use.". I guess it's about 'own' preview browser. Also they admit current PC support is unstable from my view.

  • Fade in not working since I updated latest NW.JS.

  • Aphrodite Good points. Although C2 can still make 2d games like any other engine, I bet that with some limitations compared to others but still can. People swifting to unity for example to make a 2d game is something I don't get, even knowing that unity is much more powerful but doesn't have the celerity of C2.

    I think it's more platform-wise. No console porting except Wii U. If Construct supports PS4 or Xbox One porting then less people would switch.

    You mentioned Unity, and this is its porting options. https://unity3d.com/unity/multiplatform

  • there are also people I think using C2 as a first step in gaming developpement and then switching over something more conventionnal.

    This is important note. But I still wait C3. Because other game engines are too difficult to me.

  • When you play some games when enemies die they were scattered like dust. Or some enemy's being scattered when teleportation. I want to add cool scattering effect for enemy but for now I just need to add a lot of image points from sprites and put one-shot particles everywhere. To explain in detail, below is the algorithm of the effect. It should be behaviour like Fade if possible.

    The behaviour name is 'Scatter'. When you add this, the interface looks like this.

    Rate is how many grid the image will be scattered. For example, if grid is many, then system detects grid like this. This applies to whole animation of sprite.

    If few, less lines.

    Spray cone... I'm not sure I should add this but just pass that.

    Okay, the direction is where the image will be scattered. To up? To down? Or add spray cone over the image and let user decide this.

    Fade in and out is the time of fade. But it's more likely... when enemy restored from dust (some ghost type) restoration speed is up to fade in speed. It's like creating new object with auto fade in but more complicated. Currently it's better only put fade out property. It means the object will be destroyed automatically after scatter.

    Speed is the speed of scattering.

    Size... I think scattering is completely based on sprites so it's better pull off.

    Grow rate is important. Like how big the scatter will grow when scattering starts. Of course, it can be smaller when put negative.

    Random things are just random things.

    And I forgot adding 'gravity'. Gravity working same as particles.

    So this is the algorithm. But I think it'd be really complicated when counting on 'collisions'. Like will scattered image be part of its collision event? But I think it's better automatically disable collision when scatter starts. Also the initial value of it should be disabled. It's only activated when trigger starts.

  • Damn, I've heard of the news. But I never knew the game is made by Construct originally.

    You're doing great job!

  • It's hard to see the cute Cthulhu games. What I saw the game with cute concept is Cthulhu Virtual Pet. But it's just a simulator, not action adventure.

    It'd be really cliché if you go with just dark graphic for Cthulhu games. Besides, it'd be look similar as Darkest Dungeon, as the dev mentioned.

    So this is why I like this game's graphic.

  • The game looks so cute. I like it.