transient's Forum Posts

  • > i do all my testing with node webkit as my preview mode, i can confirm it doesn't happen in the preview (also strangely, webgl works fine in vista in the preview as well) curious why that should be? can the exporter be setup to export in the same way as the preview?

    >

    The preview uses webgl properly by using a workaround to a bug in node webkit where ignoring the gpu blacklist via a flag in the manifest doesn't work. If you launch a game via a shortcut with --ignore-gpu-blacklist added to the end of the target it works fine. That part you can do yourself at least.

    ahh gotcha man, thanks.

    anyone know when the new node webkit is due?? i'm getting awfully close to a finished game but i definitely can't release it in this state. guess i'll just have to be patient and tweak and tinker till the time comes

  • Hey guys, thanks for the suggestions. I spent all day today trying to think of a way to do this and came up with a super simple solution that works!

    On the beginning of the first layout I want to 'reset' to I added a 'On start of layout>System>Save' to a slot called 'Reset' (which will only trigger the first run) Then at game over simply Load the save slot reset and your golden! All the persistent objects restore themselves back to the initial save! So much easier than trying to program them individually WOOHOO hehe

  • hmm yeah, i'm still very much a noob at this whole thing. i think i kind of understand but i'm not exactly sure how i would implement it. i was very excited when i found the persist behavior because i thought it solved the issue of people being able to endlessly consume the bonuses (thus making the leaderboards a joke) but this was before i had implemented a game over into the equation and wasn't really anything i had prepared for. i just assumed there would be either a way to reset the persist or barring that a way to simply reset the entire game (which isn't preferable since the user would have to redo the tutorial and that would get annoying on try 3 or 4 )

    the bonus object is simply one object so it wouldn't even require a family. but it is dragged out of the objects and placed in many different places across multiple layouts. now if i understand you correctly i could add an instance variable to each of the instances, i'm still not sure how i would set an original x and y value, that's not something i've encountered before. i'll try and find some tutorials. construct 2 is a never ending learning experience (that's why i love it.)

    but again, i'd love to see the persist behavior expanded a bit to allow for a much simpler solution (and judging from that other thread i found it looks like others would benefit from the change as well.)

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  • Any progress on this issue? I'm getting freezes about every minute in my game in the node webkit export (sometimes it will freeze for about 10 seconds) As far as I can tell, it seems to freeze when it encounters a new sound (the issue might be related to other things as well, but i've definitely noticed freezes in those conditions.)

    i do all my testing with node webkit as my preview mode, i can confirm it doesn't happen in the preview (also strangely, webgl works fine in vista in the preview as well) curious why that should be? can the exporter be setup to export in the same way as the preview? that would solve all my problems in one go

  • Really..?

    Well, off the top of my head, I guess you could make a bunch of values for objects you want to reset and set them on creation of the object, and when you want them reset, revert to those values. Set an original X and Y value for instance, and when you reset, just place it at those coordinates.

    hey sushin, thanks for the suggestion. i'm certainly hoping i don't have to go through all that as i've scattered quite a few of these bonuses throughout the world. i can only imagine the time it would take to implement a system like your describing. i'd much prefer a solution to the problem as i feel the behavior is flawed in it's current state, but i suppose if it comes to that i'll have to bite the bullet and dig in

    thanks again for the reply.

  • ok well, i guess i didn't search enough. i found this https://www.scirra.com/forum/how-do-i-reset-a-game_t98072 thread which brings up the same issue. and it appears there is no solution currently?? seems like a bit of an oversight if you ask me?

  • So, I love that there is a persist feature and it's come in quite handy for an object in my game (bonuses you can pick up scattered through the levels.) The problem i'm running into is, I want the bonuses to remain persistent while the game is going but on game over when the game restarts I need the objects to re-appear. Is there a way to reset the state of a persistent object and thereby restore all the bonuses on game over? If not, I'd love to see an option within objects with the persist behaviour like 'Reset State'.

  • Updated video:

    Here's some footage demonstrating the new combo system. Each raimbro will score progressively larger for each Youfo it hits. 1st is 1, 2nd is 2, 3rd is 4, 4th is 8, 5th is 16, 6th is 32, and 7th is 64. When you make a 7 hit combo your 'Trueform' emerges and comes towards you. When it hits you it surrounds you and makes you invincible to the Youfos for a period of time. Also shown here is a bit of the final boss intervention. Quite a few changes have been made to that since the last time I showed it in video form (and I just added new music ((that doesn't loop correctly but i'll fix that )))

  • worked like a charm! thanks again!

  • many thanks newt, i will give this a try later!

  • Well, i've spent several hours trying to work out a particular combo system i'm envisioning with no luck. I'm wondering perhaps if anyone here can offer me any insight as to whether this is possible or not.

    Basically, I want to have an object created (let's call it a bullet) and have the bullet individually tracked from creation to destroy. Like, I shoot the bullet (it's created), the bullet hits target one (a particle with one pops up above the target), the same bullet hits target two (a particle with two pops up above the second target), the same bullet hits target three (a particle with three pops up above the third target) and so on. until the bullet is off screen or destroyed. now, i can kinda envision this if there is just one bullet at a time, but in my case, there could be say 25 on screen at a time. my intention is to create a more dynamic scoring system where the first hit is 1, 2nd is 2, 3rd is 4, 5th is 8, 6th is 16, & so on. is there anyway for me to track each bullet individually? or am i wasting my time in pursuing this?

    thanks in advance!

  • Wow... Very interesting artstyle! Gives you a warm fuzzy feeling

    Look forward to potential demo or release!

    Thanks man

    It's... mesmerizing and unique... Feels disturbingly addictive. And I want to turn away from it and play it at the same time.

    hehe thanks for the input!

    Wow, this looks really unique! Is the artwork all yours? It looks like Monty Python on an acid trip

    From the video it definitely looks like the gameplay and controls need some tightening, but once you've done that I think you'll have a rad game. Be sure to post something playable as soon as you can, I'd dig to get some hands-on time with this.

    Are you a professional musician? I had a look through your website and YouTube channel and it appears as though you're into some visual FX as well. I'm guessing game development seemed like logical extension of your abilities.

    many thanks! yup, the artwork is mine. and yes & no to the professional musician thing. i've been doing art and music for over 20 years now, but it's a hobbyist kinda thing (as in, it's not my profession, because it's not what i do to support myself.) not to spam, but since ya asked, here's my latest if you'd like to check some out (free download) http://www.phonocake.org/CHIQUESALUNGA

    and it's funny you also mention monty python, your about the 5th person now who has said that not that i take it as a bad thing (i was a huge python fan when i was younger) but it certainly wasn't anything i intended hehe

    and yes, i kinda had an aha moment when i first started playing with c2. i downloaded it on a whim just to see what it was, played around and reached the 100 event limit fairly quickly (in fact this game is the result of that initial playing around) and purchased it and haven't looked back since. i kinda feel like this is the 'meta' skill that combines all my other disparate skills together (art, music, sound design, electronics etc.) easily the most challenging and satisfying creative experience of my life (and i've had quite a few.)

    and i'll most definitely post up the results when i wrap things up. for now i'm planning on desktop release (win/linux/mac) as a free download.

    thanks again guys for the feedback. i appreciate it.

    ps- this video is now officially outdated as i've been working pretty much non-stop on it since then. i'll post up something fresh sometime in the future!

  • Description : The adventures of a star called down to earth to resolve a brewing conflict. Plagued by youfos and looms it sets out to spread happiness throughout the lands. Armed with the power of the raimbro which has been developed through meditation the stars presence leaves nothing untouched. 'And So the Game Has Gone' is a vibrant and imaginative platformer set in a twisting and undulating world of color. Spread Happiness! Harass Birds! Discover hidden art galleries! Shoot raimbros! Be the 8-pointed star.

    Video 1 (10 minutes of gameplay April 2014):

    Another vid of updated gameplay footage from my game i've been working on for the past couple years. I'm starting to wrap things up a bit on my end. My main focuses now are tightening up the gameplay mechanics and enhancing the graphical presentation and the artwork. i'd say a few more months! i've decided to only do 4 zones (4 zones, 4 bonus zones) one for each track of my album this is based on 'fascinating earthbound objects - and so the game has gone the game'. instead, in the future i'll release new episodes of this when new 'fascinating earthbound objects' albums/ep come out (each release will always have a corresponding video game version) which will extend the gameplay a bit. perhaps in the future when i have 4 or 5 of these under my belt i'll combine them all into a larger game. who knows.

    so the big difference other than a lot of graphic and gameplay tweaks in the newest vid here is the inclusion of an in game tutorial/story thing happening at the beginning. previously in the alphas i've uploaded to various places i don't think anyone understood the controls or what exactly they were supposed to be doing and i didn't do a very good job of explaining it in the game. so hopefully the tutorial addresses that and at least gives the player a little more sense of what's going on. also, i've given f.e.o. (fascinating earthbound object) the main character a bit of a backstory of how he got into this situation and introduced a new character (Swamit) who explains it. Well... enough yapping from me, enjoy the video!

    Video 2 (New Combo System) May 2014:

    Here's some footage demonstrating the new combo system. Each raimbro will score progressively larger for each Youfo it hits. 1st is 1, 2nd is 2, 3rd is 4, 4th is 8, 5th is 16, 6th is 32, and 7th is 64. When you make a 7 hit combo your 'Trueform' emerges and comes towards you. When it hits you it surrounds you and makes you invincible to the Youfos for a period of time. Also shown here is a bit of the final boss intervention. Quite a few changes have been made to that since the last time I showed it in video form (and I just added new music ((that doesn't loop correctly but i'll fix that )))

  • Geometric Visualizer Toy hits 1.0 and becomes Geometric Visualizer Tool!

    on Chrome Web Store (as a free extension)

    https://chrome.google.com/webstore/detail/edcecfhcjihlemgnlgdolombnfhoblok/

    or Newgrounds

    http://www.newgrounds.com/portal/view/637037

    Video Demo:

    Geometric Visualizer Tool (GVT) is an entertaining geometry playground. Spawn 3 to 16 shapes (3 circles in various thicknesses and 6 other geometrically interesting patterns) in evenly distributed angles and watch the magic of math happen. Visually see the basic to complex shapes emerge as you progress deeper into the numbers. Control the Speed, Timeout, Growth Rate, Spawn Rate, Size, Rotation, Time Scale, and Gravity of the created shapes with your keyboard or the touchscreen controls. A number of graphical effects can be applied one or more at a time (like Warps and Pulses) and all effect parameters randomize with a touch or tap. Also includes a ColorMode (with a seperate set of effects) which delves more into the territory of screensaver or VJ tool. Lastly, a one shot mode is available for single blasts of 1 to 16 circles and larger blasts of 32,64,128, and 256 circles. All instructions are on screen and touchscreen controls can be brought by tapping the circle in the top right of the screen. ENJOY!

    New in v1.0

    Geometric Visualizer Toy' becomes 'Geometric Visualizer Tool'. Switch between 3-16 segments. One shot mode. Various tweaks. Changed shape 5. Time Scale and Rotation added.

  • Now with Touchscreen Controls!

    New in v0.9

    Touchscreen controls. Hit T on the keyboard to bring them up on screen or touch/click the touch right corner of the window. Top left corner hides text.