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  • Hmm, sounds like what is effectively a JSON storage format if it's all one big string, I think in that case you might find the HashTable or Binary object even faster for saving and loading it all at once (Binary object saves to encrypted file too which should make cheating harder!).

    I've not tried them for this though, but the process shouldn't be too large of a code difference from your current system (HashTable might be the most event-friendly approach).

    HashTable usage: example-tips-hashtable-object_t69861

    Edit: Also this works for me for getting the most recently created object UID after it's created by name then applying some code to it in the next tick: https://dl.dropboxusercontent.com/u/471 ... DCheck.cap

    Getting that to work with the loop you have might be a matter of doing sub-events to check what the object being created is though, so depending on all the types of objects that might be a lot of code.

  • Export again and try this in the Win32 version:

    Rename "package.nw" to "package.nw.zip" and extract it to a folder called "Package.NW"

    Rename the game exe to "nw.exe"

    Are you using Greenworks plugins at all?

    Also, try putting all the plugins and behaviors you use into the New Project for testing (one at a time to see when the crash happens).

    Hope that helps!

  • This is a rough hack on top of my old CustomLOS example, but here is a Visible Beam that runs fairly quick <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> https://dl.dropboxusercontent.com/u/471 ... eBeam.capx

    The red LOSCheck object is much wider than the visible beam, so maybe decrease the height of the LOSCheck for the visible beam to look more accurate!

    For more optimizing you could also do this:

    Instead of checking every X milliseconds maybe do a function or sub-event that runs when the map has changed/moved that has each BadGuy object spawn a single check bullet.

    However, the spawning of more bullets does help though if you want to increase the speed bullets travel at, since sometimes they will miss a collision in their movement. Increasing bullet size helps combat the missed collisions. I don't remember but I thought the C2 Rain demo had a laser that simulates instant-hit as well, or maybe I'm again remembering a CC example.

  • I found these resources really helpful:

    http://www.gamefromscratch.com/page/Gam ... cipes.aspx

    2D math: https://www.siggraph.org/education/mate ... ran/2d.htm

    3D math: https://www.siggraph.org/education/mate ... ran/3d.htm

    Mostly I just look up what I need the first time I need it, then save the C2/C#/etc code version of it for later in a text file.

    For most game development learning how to use already existing code/math where you need it is probably enough to do well <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • My "I Had Hope" game loaded all the levels from simple INI format files, but I didn't write a level editor/layout to INI saver for it (might have an example of that in my Examples Kit download in the signature too though).

    Source code to IHH alpha is up at http://ihadhope.blogspot.ca/p/download.html

  • Unfortunately the "on any key pressed/released" are triggers, meaning they only happen once when first "triggered", so inverse of that is something that never happens at all.

    It looks like you might have to check "is down" for each and every control to check for no keys down sadly

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  • mikewalton206 I think it's still up in my dropbox at the same link Can you access it from the other page in this topic?

    If not I will re-upload it.

  • Yeah! I'm actually really surprised by how smooth it is in the example games both 3D and 2D compared to some of my other experiences with Construct 2 + NodeWebkit, and that it even runs pretty nicely (meaning the editor has some bugs but the runtime is good and highly playable) on my Xbox One!

    Also love that the editor is made in HTML5 as well, so no installation for collaborators is needed. Code editing is live like a Google Docs file and map editing changes are instantly shown on others' computers as well. Pretty neat and again, amazingly it's open source/free software

    Definitely some features there I'd love to see in Construct 3, especially the live collaboration support and maybe even switching to Electron instead of NodeWebkit.

  • The main setback based on that page is the fillrate issue, which is indeed an issue regardless of whether the game is rendered in WebGL or Natively, the difference is that Unity can control your desktop resolution and so customers with less powerful GPUs (i.e. Intel integrated and so on) can change resolution in-game or at the start of the game without going into their desktop display settings (which by default might be limited to a minimum resolution that is still quite high). It's worth noting too that the game uses real-time "advanced 2D lighting", which would also strain any C2 game.

    Also, Unity runs its C# or JavaScript for game-specific code on top of a native engine (if you're not using their HTML5 export), and that will always have at least a minor performance edge over non-native exporters/wrappers like NodeJS.

    I can't personally confirm if NW is getting better, as upgrading beyond NW10.5 and C2 R126 causes new glitches and bugs that I can't afford to pass onto my customers on Steam, but it's good to know that others are getting performance boosts out of it.

  • Zebbi Waltuo Linux and Mac OSX ports stopped working entirely for us towards the end of development, but our game was also over 500MB at export by that point and nearly 2000 files after all the art, sounds, and music was exported.

    Greenworks (Steam achievements and overlay plugin) seems to be getting an update soon, but currently it still does not support the latest Node-JS versions at all it seems:

    The platform behavior seems to have changed between v192 and new versions of Construct 2 which causes our player to be unable to jump at times or fall through floors. This may be because the project has gone through so many updates of C2/is so old that it perhaps is doing things differently to how Construct 2 wants to work now, but re-coding nearly 26,000 events is just not feasible (lots and lots of enemies, two player mode with multiple characters on top of the singleplayer mode, arcade mode and story mode, lots of levels, custom control binding, soundtrack selection, etc all add to that total).

    Changing from Node-Webkit 10.5 to NodeJS for testing new releases we still notice the "jank"/lag issues and game logic glitches, so we end up reverting to NW10.5 for patches and updates to the game.

    The biggest problem we have though is explaining these issues to customers. They don't understand why they have much better than "recommended specs" and get lag and jank and characters falling through floors, and the cause could be anything like "Your AMD GPU is high-powered but older than WebGL", "Your computer is running Google Chrome at the same time as the game", "You are running screen capture software/streaming it".

    The issues will probably be unnoticed in most small to average sized games, but large games (aka: so large we had to hack our Windows registry to allow more UI handles), seem to be a real stretch to make work in Construct 2, and even more so to make them work at export (we had to change a few flags in NW10.5's exporter to also get a few frames more performance/work with Greenworks).

    Also as a side note, WiiU doesn't support WebGL so it is quite a performance hit compared to desktops.

  • I remember someone posted a while back about CraftStudio here ( http://craftstud.io/ ) and I felt like its successor "Superpowers" should also get a mention now that it's gone Free & Open Source as of yesterday and looks like a lot of work has gone into making it into a sweet indie game development tool already <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    It's HTML5 and WebGL based as well, defaulting to a built-in ThreeJS-based TypeScript engine ready to go out of the box, but what's really cool about it is that it doesn't just allow people to work together, but they actually develop the games right in their browsers too! People run the server, then point their browsers to it and get to work <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised">

    Also cool is that it's very flexible with what it can be used to make, since its ThreeJS engine can be swapped out for others like say LOVE 2D which is LUA based, or even Node.JS itself based on what I've been reading on their site.

    Like how Godot Engine seems to be coming along nicely too it's always great to see more options available for indie developers, especially with the collaborative/real-time editing which feels like the right direction for people doing game jams or working remotely together <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Hopefully someday Superpowers gets a visual scripting system similar to the block system of Craft Studio or Construct <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Site: http://superpowers-html5.com/index.en.html

    Press kit: https://bitbucket.org/superpowers/press-kit/src

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Jayjay

Member since 18 Mar, 2008

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