sqiddster's Forum Posts

  • hey, good job! I'd be interested in how you did it!

  • andreyin thanks! I'll try that out. However, I just tried exporting an older version of the game under the same conditions and it worked fine. So, it does seem unlikely that reinstalling will fix it - it appears that the problem is that it simply doesn't want to load so many images.

    TiAm nope

  • More great nw news ._.

  • Hi all,

    Airscape has historically had problems running on macs when exported with the latest nw, due to the 'red loading bar' issue.

    I had assumed that reverting to 10.5 would fix this issue, but apparently I was mistaken - the game still retains the red loading bar issue even when exported with nw 10.5. This means that the game is completely broken on macs.

    I need to send out press codes ASAP (Like, today) so I'm under desperate time pressure to get this sorted out. If anyone with a mac and/or experience with building in nw could help out or offer advice, I would be extremely grateful.

    I've tried to turn on the NW toolbar to have a look at the console and see what's happening, however as soon as I click on the error icon, the whole game crashes (!)

    I've prepared a build for anyone interested in helping to try for themselves on mac, and see if they can maybe determine the problem. Once it's done uploading, get it here.

    Thanks so much for your time.

    Daniel

  • Hi all, sorry to bump this thread, but I need some urgent help.

    I'm pretty sure that in the past I've been able to get the game running on mac using 10.5. However today after exporting, to my horror, I have again hit the 'red loading bar' bug. I changed to 'toolbar: true' to see what was throwing the error, but the app crashes, not as soon as the console opens, but as soon as I click the little error icon. It also crashes if I click the 'resources' tab.

    I've checked, and there are no fully transparent png's. I've also included file-descriptor-limit<10000>.

    It's really important that I get this fixed quickly. If anyone has any idea what's going on, please let me know.

    Thanks,

    Daniel

  • C2 is in my opinion one of the best ways to learn programming, especially game programming. Working with events is exactly the same as working with code, just a lot more beginner friendly. Just because you're not writing lines of text doesn't mean you aren't programming.

    As for graphics styles, anything 2D you should be able to do with ease. You'll only run into trouble if you want to use vector graphics - there's no native vector graphics support.

  • AnD4D The function applies for only one laser, I believe it has a laser UID as a parameter. so if you want it to affect all the lasers, use a for each loop, and call the function with laser.uid inside the loop.

    Putting a for each inside the function will work too, but you'll lose the ability to use it for just one laser at a time.

    Does anyone know the steps to get the 10.5 version working for Steam on Mac/Linux? The steps provided in this thread only seem to apply to Windows, and the app crashes when I try it on mac.

    cc Aurel

    Speaking of crashing, my game seems to crash on nw preview due to the presence of the Greenworks plugin. Has anyone else experienced this?

    Cheers!

  • KaMiZoTo Penelope and Cosmochoria seem to be doing fine on 10.5 so I'm hoping it will be all right for me too.

  • I'm thrilled to announce that Airscape: The Fall of Gravity will be released August 11th!

    Check out the Steam page here!

    I'd like especially to thank the Scirra community for all their help and support so far. We're almost at the finish line!

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  • tunepunk I'm pretty sure draw calls are directly tied to how many sprites/objects are being drawn (on screen, visible). To reduce pixels per second, just... think about how many pixels are being drawn, I guess? i.e. a full screen overlay, or a layer with 'force own texture' will draw window width*window height pixels.

  • 0plus1 correct. Memory isn't the only concern however, pixels being drawn per second is another issue, as well as number of draw calls.

  • 0plus1 yes, that'c correct. Larger image files will mean more VRAM is used regardless of the resolution

  • People who care what is used to make a game are a very very very small minority. What matters is the game.

  • A small layout should not boost CPU performance as collisions are based on polygons and not pixels. A small resolution will hugely boost GPU performance however due to the difference in pixel fillrate.