sqiddster's Recent Forum Activity

  • Interesting - if I set the angle of motion of the star to '90' on creation, the issue is fixed.

    You'd think it would be 90 already, right?

  • Link to .capx file (required!):

    Unfortunately I can't provide a capx as it happens only occasionally and it's not capx specific.

    Steps to reproduce:

    1. Set 'preview browser' to 'Node-Webkit'

    Observed result:

    <img src="http://gyazo.com/ae695707189974a554e0a77ca7e3b276.png" border="0" />

    Expected result:

    Node-webkit preview should run.

    I've looked in the background processes for nw processes but I don't see anything. The only way to get around this problem is to reinstall C2 after a restart. Restarting the computer without reinstalling C2 doesn't work.

    Browsers affected:

    Chrome: N/A

    Firefox: N/A

    Internet Explorer: N/A

    Operating system & service pack:

    Win7 64bit

    Construct 2 version:

    r139

  • Yep, this has been happening to me for a while now.

    Very frustrating.

  • Tokinsom Are you suggesting I manually save every object position and variable to a dictionary/webstorage every time I want to save the game? That's a whole lot of effort for no good reason.

    Why do you say the built-in save feature is not reliable? I've used it and it seems to work fine, apart from the aforementioned issue.

  • Read the beginner's tutorial, read the manual, have a look at he examples included within C2. Then just start making a simple game! Practice is the best way to learn. If you get stuck, search the forums!

    Best wishes in your C2 journey ;)

  • Not sure what you mean there.

  • NotionGames aww, you got rid of the narration! I liked that ;)

  • Hey all!

    I've been implementing a checkpoint system using the save/load system. While the system is awesome, it's a bit problematic that it doesn't give a more fine-grained control over what's saved and what isn't.

    For example, I'm trying to have my background music go uninterrupted between respawns. However, the save/load action returns the audio to the same position that it was in when saving, which is awkward sounding and strange.

    The only way to get around this at the moment is to have an object with 'no save' behavior, and having instance variables on that object to keep track of playback time and then replaying the audio at the correct position upon respawn.

    This is just one example - I'm sure many of you will agree that a finer control of what is saved and what isn't would be very helpful.

    What do you think?

  • Weird! Could be a graphics driver issue. Obviously it's not logical that this is happening. Maybe it's forcing webGL when you're using effects, but reverting to canvas2D when it's not?

    There's an easy way to find out, just have a text object set to display the 'renderer' system expression.

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  • This is unfortunately something very hard to do. I've talked with Yann about it and he thinks there are some obstacles in the engine which prevents a simple shader from being able to do this.

    Basically, unless Scirra make some changes to the engine, it's doubtful anyone but Scirra can actually create this shader.

  • First of all - don't use CC. It's outdated, buggy, and generally inferior.

    C2 will revert back to canvas2D if webGL isn't supported, which does use software rendering. However, I believe you may have been misinformed about software rendering (At least in HTML5) as (I think) even when a computer has a weak graphics card, hardware rendering will always help, unless a graphics driver issue stops it.

    Yeah, unfortunately C2 doesn't have much in terms of multiplayer ATM, however there are definitely some third party plugins you could check out.

  • Yup, my game airscape had about 1000 events.

    Keep in mind it's not the number of events that matters, as different events would have different performance tolls, and many events aren't actually checked simultaneously.

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sqiddster

Member since 5 Sep, 2011

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