Tinimations's Forum Posts

  • I'm struggling with getting Chinese fonts to work for my game. Apparently doesn't work with Chinese? It also seems to be nigh impossible to convert regular Chinese fonts like google's Noto Sans into a C2 friendly webfont? Anyone got any experience with this?

    On the left is how it's supposed to look, and is how it renders on my own setup where I have the normal font already installed. On the right is how it looks on all other systems. The webfont kit I downloaded from google doesn't seem to work.

    Any insight/tips on how to deal with this is greatly appreciated.

    Cheers

    Tom

  • Hi everyone. Some of you may be familiar with the C2 developed rhythm-action game Klang that I released back in 2016. The sequel is well on its way, and the demo can be played for free until monday.

    Klang 2 Steam page & demo download!

    store.steampowered.com/app/1111600/Klang_2

    Trailer:

    youtube.com/watch

    Hope you like what you see!

    Cheers

    Tom

  • It worked properly when I tried doing it now. Cheers!

  • With C2 I work with multiple monitors, but with C3 I can't move any columns outside the main editor tab? Anyone experienced this? Is this a restriction with C3?

  • I've been looking around, and I struggle finding a concrete answer on the best approach to certain challenges with online.

    1. Is there a "best way" to make a login system for a single session style game? Host generates password, peers join game. Life moves on after game's over.

    I see some recommend the photon plugin, but it's C2 only? What's the best C3 based approach?

    2. Is it safe to rely on Scirra's signalling server, or is it common to make your own server? This is for a client gig, I don't see it taking much traffic.

    Cheers

  • I've been experiencing that the open browser action from NWjs only works in preview. This is a huge issue for me for a particular problem. Is this due to some security issue that's been introduced lately? I've tried running the game as adminstrator. Still not working outside of preview.

    Happens on both Windows 7 and 10.

    Edit: I made it work by turning off kiosk mode in the export.

    Is there any way to toggle kiosk mode on and off during runtime?

    Edit: 2 Seems kiosk mode wasn't the issue. It works consistently if I simply don't close the game immediately after making the request.

    Cheers

  • I've encountered an issue where NWjs consistently renders all text wrong. All text seems to be placed 11 % exactly too low compared to other browsers. Offsetting the line height 11% of the text height seems to fix the problem, but I can't change this during runtime? Any way to go about this?

    Cheers

    Edit: I tried updating the NWjs version and it worked. False alarm.

    Oh man this would've helped a ton in developing both Klang and Klang 2. Looking forward to seeing how it develops!

  • Problem Description

    I am in the process of adding gamepad support to my touch based game KlangM. I've come across an issue with my game's pause feature. I pause my game by turning the time scale to 0, relying on that all following delta time expressions will return 0. This works as intended when pausing through a touch or keyboard input. The following delta time calculations return 0.

    However when the pause is performed through a gamepad input, the delta time value reported the current tick isn't 0 even with the timescale confirmed to be 0.

    This messes with a lot of carefully laid out game logic. While I can work around this by switching event 1 and 2 around in this isolated capx, that isn't doable in my main project. Is there an easy fix for this?

    Attach a Capx

    drive.google.com/file/d/1CnwQatNniucDh1InjOoYcuoYQ-hX7b3J/view

    Description of Capx

    Blank layout with a text object displaying the current time scale.

    3 events:

    1 - Hit spacebar, tap/click or press a gamepad button to turn the time scale to 0. Effectively pausing the game

    2 - Adds dt to timescale and updates the text object with the current value

    3 - Hit return key to reset the time scale to 1

    Steps to Reproduce Bug

    Push space or tap/click. See that the time scale is permanently set to 0.

    Push return key to reset the scale to 1.

    Push any gamepad button. See that time scale is set to 0, but will continue to rise back to 1. This breaks my game's pause logic.

    Observed Result

    Delta time works as expected with touch and keyboard input, but not with gamepad.

    This happens in all browsers.

    Construct 2 Version ID

    265

  • I'm planning on using the snapshot feature to make a seamless transition between 2 layouts, however from experience, loading image from URL will store said image in the untouchable memory cache.

    Should I expect memory use to increase for every time this transition is made in-game, as the canvas snapshot will be renewed each time, or can I update the sprite with no worries?

    Cheers.

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    Further development of a fake 3D cutscene I'm working on. No video used. It's all in-engine.

  • Launch trailer from Battle Princess Madelyn, a game we started prototyping in C2 around 4 years ago now!

    Subscribe to Construct videos now

    Coming to Switch, PS4, Xbox One, and PC December 6th 2018, with PS Vita and Wii U later in the new year.

    Woah spiritual successor to Ghosts'n goblins? Great job! Looks like a game worthy of inclusion in the hall of fame. I'm also very curious about your process of hitting all consoles on launch? Is MP2 Mathias using his magic?

    Cheers

    Tom

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  • So I just finished the functionality for a scene for my upcoming game, and I'm about to optimize it for mobile and memory use. It's a scene where the main character's flying through some ethereal portal thingy, where I've faked 3-dimensional depth to the best of my abilities. No video, all in-engine.

    Youtube's compression isn't kind to the footage, so I recommend checking it at max quality.

    Subscribe to Construct videos now

    I achieved the effect with lots of instances of the same 128x128 texture uncropped. As C2 doesn't have the draw canvas feature, the tunnel's composed of about 100+ instances of the same sprite on screen at once. I have painful experience with overdraw, and want to reduce it as much as possible.

    I know I can crop it, but in return I need to introduce a lot more math per sprite to ensure it renders with the correct proportions due to inconsistent frame size.

    My big questions are:

    -Is an empty alpha equally expensive to draw as an alpha with lets say 50 % opacity?

    -If the alpha is empty, do I save much performance beyond just memory by cropping 30 % of the 128x128 texture?

    Cheers

  • I'm doing R&D on adapting my project to C3 now, and the results I'm getting in the preview is super encouraging. Apart from text not rendering properly, (waaay too small in C3) it's next to an absolute 1:1 conversion on first try.

    However things go south quick when playing a NWjs exported version of the game. I don't have time to get to the bottom of all the issues and file bug reports, but I wanna know if people experiences similar issues.

    Issues I'm encountering in the NWjs build:

    Load image URL sprites sometimes either don't load properly or render wrong.

    Tiles either render wrong or not at all. Almost as if it reads width/height differently in NWjs.

    Video doesn't work in NWjs.

    Layer opacities and blend modes seem way inconsistent in NWjs. I even saw fades of sprites that shouldn't even be in the layout.

    Cheers

  • Ashley Thank you for clarifying. I tried analyzing the memory use in the task manager and it seems consistent with how you described it. This is a huge relief for me. I'm growing more comfortable making the jump to C3 soon! :)