Solomon's Forum Posts

  • I have read somewhere on the forum that there might be problems when exporting larger games to NWjs. Can anyone confirm if this is true or only rumors, and if it is what sort of problems one can expect?

    I have yet to pass this capacity mark (and I might aswell at the pace I am going) but I thought it would be wise to get some information beforehand.

    Thanks for the input.

    Also has anyone got any tips to give when programing such games, regarding loading issues/any other issues?

  • (...) rather like tools like Dosbox and ScummVM allow, for instance (...)

    ScummVM? Sorry to go off topic a bit but are you designing a point and click adventure game in CS2?

  • I know my post wont help a lot, but what I did was stick to Letterbox scale and just let the players handle black bars on sides.

    If nothing else works I would say go with this, especially if for desktop computers, as black bars are more fogiving there than on mobile.

  • I think actually newt might be on to something. Overheating graphics card, not enough memory or the likes are most probably the culrpit.

    Remember AERO is needed under Windows to prevent screen tearing but it also consumes about 1 GB of RAM.

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  • Ruskul

    Hey some great information here and informative insight. I dont mean to derail the thread (anyway I think most have been said regarding additional visual options concerning variables) but I was wondering if you could elaborate on some of your points. I hope you dont mind if I pick your brain a little bit.

    How is it that you turn events into behaviours (if I understood correctly)? That is a great idea, to create a set of events, get them into an behaviour and use them by just adding a behaviour to your desired object (sort of an external limited function).

    Is there an easy way to this or is it done, from what I know, using java?

    Functions use up more memory than using variable based loops? Is this true for PC/Mac as well as it is for mobile export? So are you suggesting to stay away from functions as a whole, or to limit their implemetnation? I thought functions help stop code repetition and thus increase performance by decreasing the amount of code that had to be processed? Or was that mainly for the programers sake, as repeating code is not needed only running a function, which can be compared to a shortcut on a computer desktop instead of searching for the program in folders by hand.

    Regarding the objects and instance variables, do you use empty sprites or just rectangles? Do the additional sprites not weigh more than global varaibles in the event sheets?

    Regarding naming conventions, I see that quite often not only in programming. For example in rigging programs the name bones, dummies, props accordingly altough these can be toggled by type anyway.

    Last but not least what does "cmv" stand for, as I guess you are not referring to a virus that pops up with a web search lol.

    Thanks for your time and insight.

    Ps. Congrats on implementing slopes in your game, if that is easy I dont know what is hard for you

  • You have to use the "For each" loop, as in "For each enemy <pick enemy instance name/family name>" every random interval ---> jump code.

  • Ruskul

    No global variables eh? I guess you use functions instead too where possible. I have a weakness for variables both global and local, less for instance global variables as these are hidden and I need to keep refreshing my mind regarding their names.

  • That and an option to filter variables by event sheet while picking them, sort of a folder category.

    So if you have 3 event sheets with variables, and they are to run together, when picking variables you can toggle tick which to view.

    That would help with searching through the gazillon variables.

  • There are many ways of disabling events. Toggle disables, On start of layout (event disable), Group disabled and others like sprite behavior on start disables. Depends on what you are trying to do. As to where to disable the feature.

    Like I said in the previous post I was looking for something other than disabling using event sheet, rather a temporary hide option like with layers, but one that could affect the effect once in runtime. Less work than going in and looking for code or clicking on a few lines to add code into event sheets. Maybe Im a bit fussy, its just that I got used to temporary disabling different options in this manner, which is more intuitive.

    Oh well.

    MadSpy

    Thanks for the clarification, good to know.

    Hmm so there is no possible way of releasing a game on steam? That is a real shame as I am focusing on doing exactly this with NWjs.

    It will still be two months at least, before I add some important features, but it would be great to know at this point, if its worth continuing the pursuit for steam in the near future in C2 or not.

  • Ruskul

    Zebbi

    Hey so am I. Always nice to learn something new.

  • R0J0hound

    Thanks for the elaborate answer. In the end it did not turn out that difficult, just a matter, like it is explained in this thread, of picking two nth instance and comparing them if they collided.

    Regarding ironing things out I take from what you have written that you are one of the developers of C2? Or am i mistaken?

    Look into this thread if you are having problems of this kind, there is a capx you can download and study a page or few pages back.

  • As I was searching the forums for a solution I found this thread, and I was wondering if this lack of a simple solution regarding families colliding with families happens only in Construct 2 or in other programs too as it is sort of a programming quirk?

  • Yep that would be great. Im all for it too.