mikehive's Recent Forum Activity

  • You can do System > Reset Persisted Objects so they get reset their initial state. https://www.construct.net/en/make-games/manuals/construct-3/system-reference/system-actions

  • After fiddling around with your c3p, I think you must be right about the angle being too steep. It seems that anything 45 degrees or steeper causes the player object to get stuck. Are you able to make shallower slopes?

  • You probably won't see much performance difference between those two options. Having 1000 objects in your layout when it loads, or loading in 1000 objects from arrays later, still ends up having 1000 objects in memory either way.

    To be honest, for something like Stardew Valley, you shouldn't need to worry too much about performance. Stardew has small pixel sprites and the world is split up into separate 'areas' for loading (it's not a seamless overworld map). It also contains a lot of asset reuse to keep the memory requirements down. I'd recommend studying how Stardew is put together and you'll be able to see some of the things the developer has done to keep things efficient.

    The most important things for performance IMO are keeping LARGE images to a minimum, not using loads of effects, and writing efficient event logic (as on a PC with a good GPU the main cause of slowdown will be dodgy code).

  • Thanks for the reply Kyatric, and very grateful for the reminder of the zoom reset key.

    I must say I'm not convinced about the browser/OS settings thing. I don't have this issue with any other program (eg. CMD+scroll gesture does nothing in Chrome, or even in the Construct start page - only in the editor tabs). It seems to be a 'Construct zoom', not a 'browser zoom' (I can trigger a browser zoom separately, anyway).

    I will look into this more however.

  • Yeah, I think it might have to be. As far as I can tell there's no way to do this. You'd think the ability to customise hotkeys to your own preferences would be an obvious feature to add :(

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  • Hi folks. Upgraded to C3 from C2 a while ago (largely because I wanted to migrate to Mac from Windows).

    One issue I've been having that drives me insane is constantly "accidentally" changing the zoom level (eg. in the event view). CMD + mouse scroll gesture on Mac changes the zoom (which means every time I press CMD to copy and paste, undo, or any of a bunch of common actions) I am constantly accidentally changing the zoom level when I touch the mouse even a little tiny bit. It's WAY too sensitive too, so the tiniest touch causes me to zoom WAAAAAY out and then I waste loads of time trying to zoom it back to where it was. Quite distracting when you're trying to think about event logic :(

    I think there's a hotkey to change it back (not that I remember what it is), but honestly, I basically never want to change the zoom level anyway. Can I not just disable the CMD+mouse scroll zoom thing? I can't find the option anywhere.

    I hope I'm just being blind but any help would be appreciated :) Thanks.

  • Hey guys!

    My latest Construct game just came out on Steam today!

    https://store.steampowered.com/app/1023560/Cornflake_Crisis/

    Cornflake Crisis is an entirely hand-drawn, colourful platformer with lots of weird characters and stupid puns. You can play as lots of different cornflakes with unique abilities :D

    This game took me over two years to make as a solo dev and I poured bowlfuls of love into it. I hope it makes somebody smile :)

  • Never mind, I finally figured it out (only took eight days...) -_-

    For anyone else who has this problem, I solved it by using an older version of NW.js (I ended up using v0.44.5).

    Mac build of my game finally behaves as expected and has been submitted to Steam... phew -_-

  • Hello? Anybody home?

    I've looked into this at length, but I could really really use some help Ashley - if you wouldn't mind.

    I know c2runtime calls window.close(), and it seems as though the program closes but the window doesn't - or something. I've done a lot of Googling and tried experimenting with different nw.js settings and Chromium args in package.json to see if I can influence this behaviour, and I just can't get it to work.

    I'm supposed to be uploading my Mac build to Steam today and I still haven't solved this problem, which will cause me to fail Valve's QA for sure. If you have any insight I'd really appreciate it.

    Thanks.

  • Hi, not sure if anybody can help me with this.

    I've exported my game to NW.JS on a PC and transferred the build over to a Mac. I had issues getting it to run (as have many other devs historically) so I used the method of copying the Resources folder of my build into a new nw.js app downloaded to the Mac as detailed by Ashley here.

    This works fine and dandy, my app runs great and everything's gravy. Except one thing: "Close browser" doesn't work properly. It does not close the app, it just causes it to go to a white screen and then do nothing.

    This means my game cannot be exited using nothing but a controller, which is a requirement for passing QA on Steam. Unless I can solve this issue, I will have to scrap my plan of launching on Mac - so I'd really appreciate some help with this. I'm supposed to have the build done and sent off by the end of next week...

    Sorry to ping you Ashley, but, any ideas why this is happening ?? Is there a flag I can set somewhere, or something?

    Tagged:

    More than 15, less than 50. That's as specific as I'll go.

    Anyway, I appreciated their response but for my situation it just wasn't worth it.

    I'd be interested in greater transparency here. Obviously no two games are the same, but ballpark figures - was the porting cost £X,XXX or £XX,XXX?

    £XX,XXX :(

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mikehive

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