TwinBlazar's Forum Posts

  • Can you provide some images for what are you trying to accomplish? This is so we can be sure that we understand your query correctly.

  • What do you mean by soundvisual?

    For image of a button, are you using the button plugin? If so, see https://www.scirra.com/manual/111/button for possibility of using CSS on the button. However, you can also use Sprite to show the image of a button instead and have "click"/"touch" event on the Sprite to make the Sprite a "button" too.

  • It's not even entering the loop?

    Have you include the right event sheet into the layout you are testing on and are you referring to the right enemy sprites?

  • [quote:3b340lin]My question is are all the arrays loaded when I get to this layout (thus having a load effect when getting to the UI layout)? If they are, would it be beneficial to move these arrays to the specific layout that they're to be loaded for? Or are they loaded so quickly that there's no performance hit?

    If my understanding is correct, the array object should be loaded when you arrived to the layout it is on. This implies that it should be beneficial to move the arrays to the specific layout they are intended for.

    But regarding "whether they are loaded so quickly that there's no performance hit", this is actually a platform question and you must test on all platforms you wanna publish on. Obviously, desktops should be able to crunch through without any framerate drop, but for low-end mobile phone, this might not be the case. So which platforms are you publishing to need to be tested.

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  • Particles can only increase the "object count". Having more objects does not mean the visual will be more beautiful.

    This is more about art design. I suggest you take a look at some sprites of Metal Slug's explosion and its visual effects, and study from them instead.

    However, if you are more of a programmer than an artist, you can still try the glow effects, etc. (ex. try put glow effect on a layer where all particles will be spawned to have glowing particles)

    But again, if you wanna make things more beautiful, this is more about the art, and not really related to capx or C2 tutorial here. Go study art instead.

  • Local Storage should be under Data & Storage section under the "insert a new object" dialogue when you double left-click.

    If it is not there, could you see in C2's plugin directory whether there is a folder for LocalStorage? It should be Construct 2\exporters\html5\plugins if my memory is correct.

    Also, does a simple uninstall/reinstall solve the problem?

  • [quote:1hroannr] Our game stopped working properly on Linux and Mac (think Mac is broken for all with NW.js right now?) by the time it was 300MB in size ( http://store.steampowered.com/app/334190/ ), even though most of the size was music (full 8bit and 16bit soundtrack).

    Jayjay Similar experience. From my games, I see Windows still got the best performance and input response. Some folks who used Ubuntu did report that the game could be run but it's not as smooth as Windows. Mac... has lots of troubles, and it just couldn't run bigger and more complicated C2 games well.

    [quote:1hroannr]I had tried using C2 probably 5 times in the past and each time I was put off by how it didn't have all the little conveniences that CC had.

    I also felt that C2 had this stigma of being a weak engine, but hopefully with what I've learned from working with CC extensively and all the fixes and new conveniences that C2 brings I can make the game I had originally set out to.

    Fervir Let's wait for C3. Hopefully, all the known tough issues are addressed and taken care of, and hopefully we could migrate our project without any issue to C3.

    C2 is a very solid capable engine, but there are still some kinks that need to be iron out.

  • glerikud mentioned it above already that I made this: http://www.newgrounds.com/portal/view/660664 (Please use Chrome on Windows for best performance, and make sure to set your browser to allow for bigger storage for save game)

    I see some players completed the game 100% and they took 12-15 hours. Here is an example of the 100% final result screen from one of my players: http://twinblazar.deviantart.com/art/Co ... -550116892

    While my game is not as epic as something along the line of what you have mentioned:

    [quote:2lfo83pb]150 unique enemies

    20 boss monsters to fight

    30+ tilesets and probably 500 unique rooms to explore

    200+ unique items that have different functions that do not simply increase a stat by +2.

    A puzzle system with probably about 50 unique elements that can be mixed around and connected to each other.

    C2 can be used to do everything you have mentioned here, if you know what you are doing.

  • glerikud, thank you!

    Also, thank you for mentioning my game on

  • From my last game, Project Dimentia Bodhisattva, (http://www.newgrounds.com/portal/view/660664) (the game takes 5-15 hours to complete. Use Chrome on Windows if you wanna play.) I see a few players ran into situations where the game is not saved. I can narrow down the problems as follow:

    1. They don't have enough storage in their browser's setting.

    2. Some of their browser's plugin/setting prevent the game to save.

    These issues could be remedy by setting the right parameters in the browser and/or disable certain plugin, but when I was aware of this, several players were already affected of this issue and they lost their game progress.

    The problem is that On Saved trigger will only be fired if the save is successful. If the save is never successful, the trigger is never fired - and game is never saved. There is no "On Save Failed" trigger, I see.

    So I would like to safeguard this for my next game. My questions:

    1. Is there some sort of way that I can track the saving progress of the save game function before "On Save Completed" trigger?

    2. "On Save Completed" trigger is the only opportunity to get the "saved data" JSON, but if it is never triggered, I can't get the data. Is there an alternative way to get this JSON without saving the game? (Are there other plugins out there that allow you to access this JSON?)

    3. Are there some sort of Javascript codes/plugin/etc. that allow us to check for remaining allowable memory in browser or the like? At least, before the game starts, we should be able to test if the game can save properly or not.

    4. Any plugin/alternative/suggestion/other method for save/load game?

  • fps box keeps scrolling downward? Is your "camera" object going up and you haven't set parallax setting to 0,0 for the layer housing the fps box?

  • I see we have actions that could disable effects from events, but before I go down and dirty with that, is it possible to turn off all effects for the layers and layouts of the whole game in one go? (while still using WebGL, of course)

  • GPU, Graphics Processing Unit, not CPU.

    Also, this is for acquiring some additional info on remote client machines.

  • I want to know the % utilization of the GPU. (Just approx., no need to be exact)

    Is it possible to acquire this in a similar fashion to the system expression cpuutilization via Javascript or something else?

  • RamPackWobble Ah, this works when the player changes tabs, etc., but there is one problem left unresolved - suppose you run the game (either preview or exported to HTML5 and upload to Dropbox) and you right click on the black area that is outside the game's window, "on suspended" won't be fired in this case. Also, the right click contextual menu will pop up and the game will not be "focused", meaning all the keyboard events will not be fired.

    What you suggested works to a certain extent but it does not solve the whole problem fully. Nevertheless, thank you for your answer.