suntank's Forum Posts

  • https://youtu.be/OOD--jhOn34

    We officially released our Game's Beta yesterday and if you haven't had a chance to see it Here's a short video! We're raising money through Patreon to help us cover the costs of development and if you would like to try the game now or support the development of ReVeN all we ask is for a small donation. You can find us at http://www.Patreon.com/variagames

    http://www.facebook.com/TheRevenExists

    We Appreciate all of your support!

    Enjoy!

  • ReVeN is a game made entirely in Construct 2.

    We officially released our Game's Beta yesterday and if you haven't had a chance to see it Here's a short video! We're raising money through Patreon to help us cover the costs of development and if you would like to try the game now or support the development of ReVeN all we ask is for a small donation. You can find us at

    http://www.Patreon.com/variagames

    http://www.facebook.com/TheRevenExists

    Full Video https://youtu.be/OOD--jhOn34

    We Appreciate all of your support! Enjoy!

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  • XBridge by Varia Games

    In this video I demonstrate creating a Titan boss and also show some of the Item fusing system.

  • Well it does when you use nwjs.appfolder expression. just not with nwjs.userfolder expression. I have no idea why. I could use the appfolder expression except that not everyone has permission to read and write to program files. whereas everyone can read and write to the user folder. That's the dilemma

  • Well yeah I mentioned that nwjs.appfolder does in deed work just fine. It's the nwjs.userfolder option that I was having the issue with

  • Here is a demonstration capx: https://www.dropbox.com/s/ce0h75sc1k66wu8/nwjsGlitch..capx?dl=0

    As it is currently, nwjs.userfolder does not return "C:\" but instead returns "/users/username" which doesnt work for loading sprite images off the hard drive. However nwjs.appfolder does work in this way and does return "C:\" and images can load just fine from there (assuming the user has granted access which is why I can't use this option)

    Anyone have any ideas? I did try just adding in "C:\"& before using nwjs.userfolder and obviously this works except in a scenario where the player does not have windows installed to drive C or just simply renamed the drive.

    Anyone have a workaround or idea to solve this? thanks!

  • 384 mb. As I stated, it won't load in NW.JS which is why I can't use it.

  • Our game has quite a few assets; sound effects, graphics, arrays, and what not, I mean a LOT. The games size is only 384 compressed, as they're all relatively small assets, but we get a red bar every time I load it in anything except Firefox. Anyone have any ideas why that might be? I should also note the game loads CONSIDERABLY faster in Firefox as well. I have a hunch it might have to do with sound effects but I'm not certain

    Here's an image that shows some of the console errors.

    Our game does use nw.js features and it would be nice not having to export every time I want to test them.

  • I've experimented a few times and from what I've read it's totally possible to create one if you know how to calculate the three inputs and adjust for orientation and gravity. The only thing is the math I saw was WAAAY over my head.

    but I figure if C2 has the same access to the same data then it should be possible right?

    Anyone have any ideas? Here is the website I was reading about the math that goes into it

    http://aosabook.org/en/500L/a-pedometer ... world.html

  • I was perplexed when my collision checks were costing me 25% cpu and spent hours trying to figure out a way to remedy this issue.

    It then dawned on me later that my enemy family check against a rocket (which is not a family reference but a sprite) used almost no cpu where as my enemy family check against the Weapon family used 25% CPU ALL THE TIME even if bullets were not present.

    I then made each check happen individually and based on which weapon was equipped and suddenly the cpu dropped below 1%.

    Is this a glitch or just the nature of families? What exactly is going on behind the scenes? Is C2 literally doing a collision check for every type of weapon in the weapon family per enemy per tick?? it certainly seems so! This was quite a discovery as my game now runs considerably faster.

    Just thought I'd share... Thoughts anyone?

    Austin Morgan (SunTanK)

    Hey Drew, I was just about to report the same bug when I realized you had posted already lol

    The last version of Node Webkit I had which didnt have this bug was version alpha 7.

    To successfuly revert to an older version, download it here http://downloads.scirra.com/nwjs/nwjs-f ... alpha7.exe

    Delete all the files at C:\Program Files\NWjsForC2 (VERY IMPORTANT, I didn't do this the first time, and basically C2 looks at whatever files are present here to create its own nwjs files from on export)

    Then run the downloaded nwjs version.

    I personally havnt tried this, but i do remember not having this issue until the Beta. A lot of my customers have complained about this already, so I will be trying it today

    https://github.com/nwjs/nw.js/issues/984

    Okay looks like someone already reported the issue on github, but this was years ago... The lead programmer of Roger Wang has looked over this issue. I might try to repost the issue again

  • GameMaker or Unity3D would probably be a good step. I say GameMaker because GML is slightly more forgiving than C#. I haven't had much experience with UE4, though I hear its Blueprints system is all visual scripting if you're more interested in continuing that path... otherwise, you might need to dip your feet into some C++, and that's really stepping up the difficulty there.

    Cool, I had seen a video of UE4 and the blueprints system, but I didn't know it went to that extent of useability! The games I want to make with it are fairly simple in mechanics but complex visually, so I believe it would be a great engine to try! I have experience with UDK from college where we had to build levels for our level design classes so the transition shouldn't be too hard I'm thinking.

    I appreciate your advice!

  • I've mastered the construct 2 event system (I literally have over 10,000 hours experience) and I'm looking into learning other languages. Does anyone have any suggestions? I wanted to get into using Unity or Unreal engine 4. Would C# be a good place to start? Thanks!

  • Several other Steam C2 developers have reported the same issue of the game's process remaining in task manager after closing the game. This makes it so you can't close steam or restart the game without ending the steam task. This happens with version nwjs-for-c2-v0-13-0-beta4 but did not happen before that.

    It would be too difficult for me to export the game using an older version of C2. Is there some kind of work around for this?

    Thanks!

  • I have the game working in steam 100% with it able to choose between 32 bit and 64 bit automatically, but I can't seem to quite figure out how to implement steam SDK features. Will I need to create my own javascript plugin or are there ones that already exist for this purpose?