Toby R's Forum Posts

  • Sorry for updating the closed bug. But it is solved so I'd like to keep all interested updated. Please read more details HERE

  • Issue solved. Please read more details HERE

  • The bug was investigated by the NW.js team and then reported further to the Chromium team by Ashley and it looks like we have the solution!

    Based on suggestion from the Chromium team I made some tests with the --disable-direct-composition Chromium option. I cannot replicate screen flickering any more while using this option. More over this option fixes also the Recording gameplay issue (NWjs, youtubers) issue.

    I asked Chromium team about consequences of using this option. It disables the DirectComposition component which in theory should reduce the app performance by around 10%. However I could not notice any performance drop while testing it with my game so the performance drop is indeed not big.

    For those who are not familiar of how to set up Chromium args in C2, here's a short tutorial:

    1. Go to {your C2 directory}\exporters\html5\nwjs

    2. Open package-win.json file with any text editor

    3. Add "--disable-direct-composition" to the chromium-args section

    4. You may also want to add it to the package-preview.json to have it fixed also in preview mode

    I don't know if this is the final solution or Chromium team will fix DirectComposition feature. But For now is a very decent solution which fixes very serious (in my opinion) issues with C2 PC apps.

    Once again thank you TheRealDannyyy, , MadSpy and all for your support in solving this issue

  • Maybe it would be a good idea to just rename the current int() function to strToInt() and add a new function which would simply do the JS parseInt() as a new one? If you just rename the function in the editor then it will not break the old projects and will be more consistent. Adding an equivalent of parseInt() seems to be a good idea as it looks like there's no standard int casting in C2 currently.

  • Awesome work, thanks Psychokiller1888

  • As glerikud said, you can use NW.js exported version of your game. Just what's worth to mention is that you do not upload your game to Steam like to Google Play by just uploading a file. You have to set up Steamworks SDK and upload your project via this SDK (there are official tutorials for that). And not required but rather recommended is to change the .exe file icon which needs a separate program. Same goes for Mac version. The default icon is the NW.js logo.

  • Nice work! Can I assume based on what I see here that you built the controller.html in Construct 2 as well?

    If so, does it all go in the same Construct 2 project? Or did you have two separate projects and somehow change the generated C2 javascript code to look in a different directory for the controller.html files versus the screen.html files?

    Nope, I've coded controller.html manually myself. AC plugin doesn't have all the functionality needed to make a controller in C2.

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  • Hi neverk, there's a bunch of assets to preload so it needs a while to load. Also please note that sometimes after updating some parts you may need to clear the browser cache (on mobile as well) in order to get new features on.

    Glad it works and thank you for purchasing .

    Good Luck on the Game Jam!

  • Just an update. I tried some more Chromium args based on armaldio suggestions.

    Adding --disable-gpu to chromium-args fixes both the flickering and the recording issues, but significally reduces the overall performance of the app and brings graphic issues with blend modes. So this can't be a final solution, but it's another hint.

    Details have been passed to NW.js team as well.

  • We planned to have much more at the beginning and I thought I'll generate them on the fly from JSON/XML file. But as we decided to have only 200 later on, we just made each one in separate layout. The number sounds big, but those are quite small levels

  • Thank you all for your great comments. I should have thanked you earlier already! I really appreciate all the comments .

    BTW: I have updated my first post here. Added a list of some of my recent works.

  • [AirConsole] Zombie Annihilation — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/airconsole-zombie-annihilation-3036

    <h3>NOTE</h3><div class="deshr"></div><p>This game requires:</p>

    • the AirConsole plugin (see the F.A.Q.)
    • C2 Personal License (project uses Families feature)

    <h3>Game Description</h3><div class="deshr"></div><p>Zombie Annihilation is a top-down defense action game where you eliminate hordes of enemies with heavy weapons.</p><p>Your main weapon is the anti-tank machine gun which rips your enemies to pieces! When this isn?t enough use your rocket artillery and call powerful tanks to smash all the incomming zombies.</p><h3>The game has been released in two versions</h3><div class="deshr"></div><p>Zombie Annihilation for Android devices is a singleplayer mode.</p><p>Zombie Annihilation: The Winter Duel is an AirConsole port with local multiplayer mode. The goal is to kill more enemies than the opponent within three waves where each wave brings new weapon and enemies.</p><h3>What you buy here</h3><div class="deshr"></div><p>You are buying a full game which was made for AirConsole GameJam 2016 (http://blog.airconsole.com/2016/03/airconsole-game-developers-contest.html). Zombie Annihilation: The Winter Duel was one of few games made in Construct 2 for this contest and still, it managed to score the second place and win Construct 2 Business License.</p><p>You can use any code of this game for your own purpose, including C2 and JavaScript (controller) code. It is tested with the latest C2 AirConsole plugin (v.1.4) and will surely be a good example of Construct 2 - AirConsole game implementation that you can base your own game on.</p><p>The game has over 500 events which are organized in several event sheets, groups and subgroups. All variables, functions, objects and group names should be self explanatory as I avoid using short naming.</p><p>It's worth to mention that my Improve performance by 400% ebook is based on this game.</p><h3>EXTRA</h3><div class="deshr"></div><p>This game is mainly meant to be an example of AirConsole game made with Construct 2, but it also contains examples of various other features implementations like init game loader, AOE (Area Of Effect) explosions, optimisation tricks and many more.</p><p>Good Luck in the upcoming AirConsole GameJam!</p>

    Use this topic to leave comments, ask questions and talk about [AirConsole] Zombie Annihilation

  • Done I just have downloaded it and will check it soon!

    I give you feedback then

    Thank you very much Andy! Hope you're gonna like it

  • Thanks Andy! Just sent you a message

  • Firstly I'd like to clarify, that US wasn't featured. This section is simply to promote new games. I confused it with different section. Well it was probably because of excitement due to the release!

    Secondly. I am working on multi-language support for Ultimate Solid. I have it translated to several languages, but still there are few that I'd like to add missing.

    If you are not a native english speaker, I'd like to ask you for your support. There is really not much text to translate. I'd say it should not take more than 10 minutes for a native speaker. I'd be happy to give Ultimate Solid Steam key as a thank you for your help.

    If you'd like to take a look on the texts, please PM me.

    Translations done: French, Polish, Russian, Chinese (simplified), Romanian (by ), German (by AndreasR)

    Translations partially done (need some help here): Portugese, Spanish, Dutch, Czech

    Wanted translations: Japanese, Korean, Italian

    I'm very open for any additional language if yours isn't listed above!

    Thanks!