TheRealDannyyy's Recent Forum Activity

  • ~CLOSED~

    Please do not apply for this anymore!

  • I've experimented it too, but I am unable to reproduce it.

    From my tests done about a year ago this issue was caused by interrupting the auto-saving process.

    However trying to interrupt the process requires external tools or one of the methods we've already mentioned here.

    Just as a side note, I took a weekend off to create a new project file and transfer over all of my progress into that one. So far I didn't experience any issues with the new project file and I hope that this did the trick for me.

    Although that doesn't mean that this bug is "fixed", this issue still exists somewhere in the code and will most-likly be fixed with the release of C3 I guess.

  • 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.

    My Music Request:

    I'm very open about the genre and I'd generally accept any kind of music track

    that fits in the current gameplay situation. There are situations were the gameplay

    is full on action and requires energetic, louder music. On the other hand, there are

    situations were the gameplay is more "stealth" based which requires smooth and quiet music.

    The following is not meant to be an advertisement for the product and should be seen as an example

    on what kind of genre the music could be in. (Example)

    Technical Requirements:

    • Construct 2 Ready Format*
    • Bitrate: 320 kbps
    • Sample Rate: 44.1*
    • All tracks have to loop seamlessly
    • All tracks require a complete, 1 file version
    • Some tracks require certain instruments to be separated, to fit with the gameplay mechanics

    *See "Supported audio formats" HERE

    Music Composer 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 work will be used inside a commercial game with possible large, public exposure.)
    • 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, I'm aiming for a price between 20€ - 150€.)
    • 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 acceptance for future 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, generally I'd 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 details about the direction of the music tracks, 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)

  • It seems like Chrome already supports gamepad vibration in the experimental build. (LINK)

    So Ashley do you think it's time to slowly prepare the gamepad plugin or is it still too early for that?

    Did someone with JS knowledge already test it out and can share any experiences?

    Come on, there must be someone that knows JS within the 500+ people that watched this topic already.

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  • Thanks for the info TheRealDannyyy. These options seem very straight forward but what if you run in to the problem of let's say having a top menu bar with an icon in that menu bar in the near left hand corner of the screen. If I place that icon in the near left hand corner then it will show on the big screen devices but not on the small screen devices. How do you work around that? ...

    I would use the Anchor Behavior for that.

    Everything you need to know about the use of that is explained very well and better than I could ever do it there.

    The safezone option does seem to work nicely. I've found a tutorial about it here from another Construct 2 user https://www.scirra.com/tutorials/1126/m ... le-devices.

    Looking at his screen shots even on the big screen devices it still looks great. My only issue is for an app that needs specific sizes, viewport calculations and anchoring seems to be the way to go but I would have no idea about how to do all that, I am still relatively new to Construct 2 and mobile development.

    Viewport calculations are not required if you don't plan to do custom position based aligning of sprites.

    Let me explain that, if you would use the LiteTween plugin to position a sprite from the middle to the upper-left corner.

    The way I would do something like that, would be like this:

    1. Set the following actions for the X and Y coordinates of the sprite (center sprite):

    ViewportLeft("Layer") + ViewportRight("Layer") / 2 | ViewportTop("Layer") + ViewportBottom("Layer") / 2

    2. Set LiteTween targets for the X and Y coordinates of the sprite:

    ViewportLeft("Layer") + 50 //50px from the left edge | ViewportTop("Layer") + 50 //50px from the top edge

    3. Start the LiteTween animation

    So generally the anchor plugin will satisfy all your needs and viewport calculations are for more advanced things.

    Ashley wrote THIS golden tutorial a while back, page 2 should be more interesting to you. The best way to learn responsive game design is to test out all the things by yourself. It's like learning to play the guitar, you could read books for months or even years on how to play it well but personal experience is still the best way to learn and master it.

    Important: If you use viewport calculations on devices which can actively resize the game canvas or change screensize modes, re-calculate all the positions!

    So instead of settings all viewport actions "On Start Of Layout", make a function and call them whenever you need them.

  • Yeah the same goes for group references in actions (e.g. set group 'xyz' active).

    I doubt that these are actual bugs, more kind of "missing" features I guess.

  • Bug report is available HERE, I guess this post can be closed.

  • Problem Description

    I'm a huge fan of the canvas recording feature and so far it was working like a charm.

    However recently when testing out the project in fullscreen mode, I've noticed a huge performance drop while recording.

    Recording with a window size of 1920x1080 in windowed mode works as intended but recording

    with exactly the same resolution in fullscreen mode is affecting the performance heavily.

    Attach a Capx

    Click HERE to enter the download dimension.

    Description of Capx

    Pretty self-explanatory.

    Steps to Reproduce Bug #1 (FPS Drop)

    • Run the project and start the recoding
    • Toggle between fullscreen and windowed mode
    • Notice FPS drop in fullscreen mode

    Steps to Reproduce Bug #2 (Crash On NW.js)

    • Run the project and start the recoding (using WebM VP9)
    • Maximize the window
    • Notice that the memory usage is steadily increasing
    • Crash when reaching limit

    Observed Result (Memory Usage Measurements [NW.js])

    Using WebM VP8:

    • Windowed Mode = ~120.000K
    • Fullscreen Mode = ~134.000K

    Using WebM VP9:

    • Windowed Mode = CRASHED! (It used more and more memory until it reached it's limit.)
    • Fullscreen Mode = ~455.000K

    Expected Result

    Recording should be fine using fullscreen mode and WebM VP9 should not crash.

    Affected Browsers

    • NW.js: YES (FPS Drop + Crash)
    • Firefox: YES (Javascript error when starting the VP9 recording, might help you out to find the bug.)

    Operating System and Service Pack

    Windows 7 with latest updates and up to date drivers.

    Construct 2 Version ID

    Newest release r234 Steam release. [Personal Edition]

    Additional maybe useful information:

    • NW.js version: v0.17.0
    • Checked C2 data with the Steam software data check system (0 Errors Found)
  • If you want to learn more about responsive game design using a safezone, I'd like to plug you THIS tutorial by Toby R.

    If you want to do things without a safezone and dependent on viewport calculations + anchoring.

    I've explained a mobile developer how that would work HERE, you could adapt that method to any of your projects.

  • Hardware.

    Fullscreen may be doubling, even tripling the memory usage.

    I did messure performance and memory usage in particular, here are the results (using NWjs):

    Using WebM VP8:

    Windowed Mode = ~120.000K

    Fullscreen Mode = ~134.000K

    Using WebM VP9:

    Windowed Mode = CRASHED! (It used more and more memory until it reached it's limit.)

    Fullscreen Mode = ~455.000K

    How to reproduce the crash:

    1. Open example project

    2. Set to letterbox scaling

    3. Run the project

    4. Maximize the window (my native screen resolution is 1920x1080)

    5. Notice that the memory usage is steadily increasing (task manager is running on my second screen)

    6. Crash when reaching limit

  • I would like to make sure that this is a bug, before posting it on the actual forum for bugs.

    I'm a big fan of the canvas recording feature and so far it was working like a charm in windowed mode.

    However recently when testing out the project in fullscreen mode, I've noticed a huge performance drop while recording.

    (You can test this using the example project and toggling fullscreen on and off.)

    Recoding with a window size of 1920x1080 in windowed mode works as intended but recording

    with exactly the same resolution in fullscreen mode is affecting the performance heavily.

    So is this a bug caused by the plugin or are the browsers at fault?

    (Tested & Confirmed: FF and Chrome both have the same issue.)

  • https://Itch.io is also amazing for testing (and releasing) HTML5 games.

    Just zip the files up and create a private concept page, you can even set a password and give your friends access to it. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

TheRealDannyyy's avatar

TheRealDannyyy

Member since 30 Sep, 2014

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