TheRealDannyyy's Forum Posts

    Construct 2 is a very catchy name, Scirra made a good pick on that. It's like to Construct a "2D" game.

    Like Unity, they have Unity3D to make 3D games.

    Construct 3 as a 2D game engine, It's honestly confusing for people who don't have an idea... Just saying.

    Though, it's a good marketing tactic XD.

    I also make "5D" games with Unity 5 right now.

    Well I doubt that it was planned marketing though, it's just people thinking too deep about something specific.

    ---------------------------------------------------

    Ashley did his part and told the people at least 100 times already, that C3 will not support 3D game development but the people are just too lazy to read I'd guess or simply don't want to accept it.

    (Including all of his responses towards "3D support" suggestions.)

  • I have a game with relative sprite placement up on the Google Play Store, you can find the plug for that below.

    It generally depends on the type of game that you are developing. My game is using the dimensions: 640, 960 (Scale Outer).

    In my experience with relative screen-scaling, simple games like puzzle games for example require scale outer,

    since scale inner often tends to cut off sprites on weird screen sizes.

    If you plan to do a plattformer for example, scale outer wouldn't be the best solution since it shows more window content.

    What this basically means for your audience, if you plan to use scale inner mode:

    Bigger screens (more content shown) = Advantage | Smaller screens (less content shown) = Disadvantage.

    You have tons of options to relatively design games, you could use:

    • Anchor behaviors
    • Startup viewport placement
    • Cut off images with not so important content

    I use a combination of everything inside my game, it might not be easy at first glance but once you've figured it out, it's fine.

    Letterbox scaling isn't bad either, I'd generally recommend it for desktop (NW.js or non-mobile browser) based games only

    but well, it saves a lot of work if you decide to use it. I hope I could help you out, you should wait for more opinions though.

  • TheRealDannyyy Yeah... I just confirmed this memory problem for myself again when I prepared the steam demo yesterday. I cut away roughly 600mb of data from the game, and the game now takes 1gb less ram at any given time... I can't fathom this, Construct is such a good and user friendly tool, but it fails on so many of the very basic technical things. I will never stop being baffled by how chromium/construct deals with this.

    Well we can't just sit around and post this over and over again, I'll ask some of my friends that have experience with JS and all the programming stuff to look into this.

    Although I highly doubt that they will be able to find any way to add this into the engine.

    If they manage to get something done, I'll PM you the details but please don't wait and don't expect too much.

  • It's all nice and cool to receive informing replies from the developer

    but are we going to see some actions soon or can we start forgetting about this topic now?

    That's usually how it goes right or am I wrong?

    (Start topic > Receive unsatisfying reply > Topic gets old with no interactions > New topic complaining about the same problem gets created and so on...)

    I feel like this whole discussion is going back to old'n famous "Unload memory" suggestion, which you can pretty much find every month, suggested by different people that are affected by these memory issues. Seeing topics like these fairly often on the forums, is starting to scare me a bit. I'm currently in the middle of a large game, that gets even larger day by day and honestly so far I'm not affected by it so I don't really mind the most of the complaints about memory management.

    I don't want to witchhunt but this is slowly getting into EA like levels of support, were we get responses like "That is going to happen soon; We'll be working on it in the future" with next to nothing important being done. I hope you guys understand my concerns and don't start bashing me for complaining about Ashley and his product.

  • Changing layout has nothing to do with multiplayer. If the host changes layout it needs to send a message to all peers to tell them to change too (otherwise they will sit on the same layout), and after they receive the message and switch layouts themselves, they will receive new data about object positions asynchronously.

    That is what I was asking for, thanks for the quick response Ashley!

    (Sorry skymen for going a little off-topic in here.)

  • If you just jump to a loading screen then jump to a big layout, the loading screen should already be displayed for the duration of loading. I didn't think layouts took that long to load anyway - surely it's only a couple of seconds even for a lot of content? Also loading is a pretty intensive and janky process which will tend to freeze whichever way we do it, so it will still hammer the FPS if it's showing progress. ...

    Ashley I have a short question about this, does the loading affect the multiplayer plugin in any way?

    I mean if you for example have 2 connected peers "loading" into a new layout with one running on a slow, potato like PC and the other one loading it way faster.

    I'd imagine that it won't but the slow PC would start to sync up information as soon as the layout loaded, so with a delay I guess?

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  • I found a workaround for this by myself, feel free to add something if there is something left.

    Anyway, I'd consider this to be closed up and done. ~

  • End of the month, all fine!

    Refreshing method works for me and it runs like a charm after doing that.

    Thanks again to everyone who participated in finding a solution and thanks Ashley for solving it!

  • What I Want To Achieve (Expected Result):

    I would like to have a single sprite instance to be controlled by either the host or the peer on demand.

    What this basically means is that the single sprite instance has got to be synced up between both games, with all the

    existing data (eg. current physics velocity).

    Observed Result:

    Changing the controls seems to work fine, however the client is not able to control

    the character. It just jiggles around, it seems the like the multiplayer plugin is blocking the movement.

    Example Project:

    I've made a quick example to safe you guys some work, you can get it from HERE.

    Speculation/Personal Thoughts:

    I think that I've reached a boundary of the multiplayer plugin and also found some minor bugs.

    I would appreciate if anyone with experience in multiplayer could provide me a working example, maybe even Ashley himself.

    Aren't those blueprint eventing systems way too limited compared to C2's eventing system?

    I mean the blueprints?/plugins by themselves that come with the engine, without counting the ones that got developed by the community.

  • Using an appropriate trigger event so this won't happen during the final version of the game...

    Browser: Execute Javascript:

    > "// Load native UI library
    var gui = require('nw.gui');
    
    //open a new window to localhost
    var win = gui.Window.open ('http://localhost:50000/', {
      position: 'center',
      width: 480,
      height: 270
    });"[/code:2ookrr72]
    
    This is the 'with options' version of the javascript that is detailed [url=https://github.com/nwjs/nw.js/wiki/window]here[/url] in the nw.js github wiki.  Works like a champ - and both windows will close at the same time too.  
    

    Not working for me, the 2nd window says: "This site can’t be reached localhost refused to connect."

    EDIT: It worked, I just had to change the localhost IP. They don't close at the same time as you said but they work and that is all I asked for, thanks!

  • Hello there!

    I'm currently struggling with a minor previewing issue. I'm working on a multiplayer based game for a while now.

    This basically means that I have to open 2 preview windows each time, when I want to test out the new things that I've added.

    C2 unfortunately, as far as I know doesn't offer a shortcut icon or specific option to open another preview window, while maintaining the existing one.

    However, I've found a workaround by using the browser plugin to open a new localhost window which works on almost all browser except NWjs.

    Since I'm aiming to release the game using NW.js as the endproduct, I would also like to be able to preview with the endproduct.

    I'm not 100% sure if this is a bug by NWjs or the way that C2 handles previews with NWjs but the bug is basically that the second window opened with the browser plugin, totally bugs out on my end and flickers in black and white all the time. (On start of layout > Open new window [param = "localhost URL"])

    To sum it up, an additional icon or shortcut (key + click on preview) to open a new preview window while maintaining the existing one would be amazing!

  • ~CLOSED~

    Please do not apply for this anymore!

  • I really appreciate your work and I'm willing to invest money in the advanced version soon.

    However I'm one of those people that like to see results before they buy certain things, so in my case I would like

    to see the fully working lobby feature added first.

    Don't get me wrong, I trust you and I don't believe that you would scam people about certain features that you have planned to add.

    The only thing that I want to avoid is to buy your plugin early (especially for the lobby feature) and then you come up to a point

    were you have to drop the feature because of * problems later in the process.

    I know I'm probably starting to annoy you with this question but:

    How is the development of the lobby feature going and when do you plan to release it?

  • Short Introduction:

    My name is T-R-Dannyyy, just Danny is fine too.

    I'm a game designer that enjoys working with C2 or Software/Game Engines in general.

    The Game:

    After working on several mini-games, I've decided to take a big step and work on my

    first large game, which will most likely be sold on Steam if everything goes well in the process.

    My game, currently called "----" is already 10 months in development

    and it will be even longer in development until I'm fully satisfied with it.

    "---" has a deep story with a lot of content and exciting plot twists,

    which have to be told in an appropriate way and not just by dialogboxes themselves.

    My Gameart Request:

    I want the game's story to be told by dynamic concept art-like images, which really have to be on point.

    As they say: "an image tells more than thousand words" and I think this fits in quite well with my request.

    The full-HD gameart should be in a manner of "Shadow-Art", with colors that support the artstyle but not take its place.

    (This is a general direction, keep in mind that this is just a concept! Click HERE.)

    Artist Requirements:

    • Flexible Workflow (Has to accept changes in his/her work at any time, if I'm not fully satisfied with it.)
    • Good Communication (Has to be able to communicate on an almost daily basis, if required. [Languages: English / German])
    • Commercial Use (Has to accept that his/her art will be used inside a commercial game with possible large, public exposure.)
    • Transformative Work (Has to be able to give art in a format, that makes it possible for later changes done by myself.)
    • Well Experienced (A degree as a proof is not necessary, providing a large portfolio with examples is acceptable.)

    Payment Requirements:

    • Paid Work (Your work will be paid, the amount is depending on the quality and quantity of your work.)
    • Payment with Paypal or Giropay (Payment with a credit card or using malicious 3rd Party websites/tools are not accepted!)
    • Payment will be in Euro [€] (Usually converting the currency should be possible using Paypal.)

    Additional Goodies (If Accepted):

    • Your Name can be used as a promotion inside the game.
    • Guaranteed approval for future art requests if the game is successful. (E.g. Future DLC / Content Updates.)
    • Additional Donations/Tips can be earned on special occasions only. (Sometimes top-notch work, really has to be additionally rewarded!)

    Contact Information:

    You can feel free to post your full portfolio below, I generally recommend to send me an Email or PM privately.

    (PM to: HERE | Emails to: )

    Last Words:

    I will try to respond to all applications, this might require some time so please be patient.

    More information such as details on the format or content of specific images, will be told after you've been accepted.

    If something is still not covered by this post and needs to be answered, please ask me directly in form of a comment.

    Thanks for your time, looking forward to work with you!

    ~ Danny H. (T-R-Dannyyy)