Pixel Shade's Recent Forum Activity

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  • Thanks guys! I knew this was such a simple task to do. A for-each loop was basically what I was looking for. But I was just looking at the functions of the objects, not the system object. I should probably go to bed. I think my brain is tired xD

  • I do some pretty advanced stuff in Construct, but now I have stumbled upon what seems to be an easy problem to solve. How do I create object1-instances on every instance of object2? I did this:

    Every 0.3 Seconds
    • object2 is on screen
    create object1 on layer "main" at (object2.X, object2.Y).

    this will only create object1 instances on the last instance of object2, not "every instance" of object2. I have browsing around the functions in construct. perhaps I am tired or just looking at it from the wrong perspective. I can't make it work. Any ideas out there?

    Background

    I'm trying to make a object-instances generate their own particles when on-screen (I'm not using the particle system, because I would rather generate instances of an object, while using sine-waves to create the behaviour of the "particles"/object-instances)

    It's a corrupted liquid mass with droplets rising and fading away from the mass, like a lava lamp but with thinner liquid.

    Shame the forum doesn't have support for gifs. I made this with a complementary box that I generate the object instances from... however, it's manual labour and will cause a lot of issues, especially since I want enemies to constructed out of this liquid. Much better with a automated process.

  • Just a thought, why don't Scirra and the community go together and create a native C-something / Vulkan or OpenGL translator/export controller together with Nintendos SDK? Sure external plugins will not work as long as they are not converted, and it would be a community driven effort. (this seems harder to do with C3 since the code is more closed off)

    I have a lot of people around me with Switch Dev kits. (My friend Pedro, Bad North etc) it's not very hard getting hold of one as long as you have a quality game to showcase for Nintendo.

    I think there's one big caveat with web framework, and why Nintendo is being restrictive about it, is security. Looking back at the vita and other devices, the browser has been the main target of bypassing security by transferring payloads onto the device.

    As a power user I love Construct due to its simplicity, fast load times, and resource effective way to handling 2D games. (Unity and Unreal are just too heavy for 2D games, and game maker is a joke to be honest)

    I can understand that it is not in Scirras interest to openly share your code or business, but finding ways to work together could help C3 excel as a product.

  • Tested using NW.js v0.27.2 and it works just fine. It's impossible to select a png-format for the game icon files so that can't be the issue. Maybe something is messed up inside your package.json file, please check if you have the line which specifies the use of the png/icon file ("icon": "icon-128.png").

    Just to make things clear, NW.js is automatically applying the png/icon file when starting your game, it doesn't replace the source icon from the executable.

    Meaning that you still need to use resource hacker in order to replace it completely (e.g. for distribution platforms that use it).

    I'm currently running Construct 2 v.252 and NW.js 0.28. But I was referring specifically to the NW.exe icon (in the win32 and win64 export folder). The window titlebar icon and the taskbar icon are the ones in the project's "files"-folder.

    I'm going to send our demo out to publishers/investors eventually and personally I think it looks a lot more professional to have the game icon in the folder, rather than the NW-icon. But from what I'm gathering changing the NW.exe icon can only be done through the resource hacker tool?

  • TheRealDannyyy I'm trying this out with Construct 2.52, and I always get a standard NW.js icon. Does the icon-128.png have to be a certain png-format? (like PNG-8 instead of PNG-24 or something) Whatever I'm doing, I always get the NW.js icon.

  • I'm currently working on the intro / title screen for my game. Let me know what you think about it

    note: you can skip the intro by pressing a single button during gameplay.

    Watch the video here:

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  • Excelente explicação, me ajudou muito, Obrigado...

    Happy I could be of help wmnjunior. If you want to try out pixel ratio scaling on your computer you can actually use ctrl+scroll in chrome. once you reach 300% you get the same grainy pixel ratio that of a mobile with 3x pixelratio (provided your monitor is of the same resolution). Perfect if you want to preview what your graphics will look like with "Use high-DPI display"

    Ashley, perhaps it would be great to rename this option to "High-DPI Pixel Ratio" with a clear discription of what the option actually does.

  • Your game looks great I don't want to start an off topic discussion here, but did you run into any performance issues while you developed your game? What kind of optimization techniques do you use? In the video it looked very smooth.

    Thanks! no problem, i will try to keep it short and sweet: Not really, or well, I have run into performance issues but they have always had natural causes. I usually tend to use a lot of tiled textures for base-graphics, while adding small 2D objects to create a sensation of variety. I also use literally no collission on objects, instead I have an invisible collission layer with large boxes, keeping collission calculations to a minimum. looking at the woods, the 2 layers furthest in the background are just tiled textures made in photoshop, it definitely add a lot of tree density to the woods, while the other two layer in the background and foreground I use a combination of tiled textures and individual objects. However not as many and I try to add them in a way they won't create too many overdraws. if a lot of objects require the same webGl effect I usually put them on a separate layer and add the effect to the whole layer instead of individual objects. I learned a lot by case-study the difference between Rayman Origins and Rayman Jungle Run (which runs perfectly fine on mobile). A lot of corners have definitely been cut, but the general feeling of Jungle Run is that it is still looks like a beautiful Rayman game.

    For performance measures I made a fps counter and once every now and then I check the built in profiler during debug (if you use a lot of groups for your scripts it's much easier to spot when the "code" go haywire) I had a bug in the dialog-system once that ate up resources like a beast. xD but yeah, there's definitely no black magic too it.

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Pixel Shade

Member since 7 Oct, 2014

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