Yes, using lower resolution images will help your performance. I'd suggest you try to avoid backgrounds as big as that. Try using the TiledBackground or Tilemap objects for this purpose and if you still have a big artistic background that you can't tile, then split it up into smaller parts.
Just make sure you have a dedicated GPU.
andreyin - I think we've sufficiently made the point that C2 devs want this, with 92% votes for interest Microsoft said they read the whole thread and the feedback was super useful.
Great
Report this as a bug so that Ashley can look into it.
razinar - I made a tutorial about this: https://www.scirra.com/tutorials/5342/c ... sition-fix I reported this to the Intel Team & they suggested this fix.
razinar - I made a tutorial about this: https://www.scirra.com/tutorials/5342/c ... sition-fix
I reported this to the Intel Team & they suggested this fix.
Thank you.
Can you share your capx for us to investigate your problem?
You can also hire freelancers.
https://freelancer.com
https://www.elance.com
But how it turns out depends on the people you find.
If you're a solo developer, then the simplest method would be to ask your friends/family to help you test the game.
Consider firing a bug report about this. The new XDK update seems like caused some problems.
Does this also affect the built-in save feature of C2 or is it a separate storage?
As far as I know, no. Also, if you create your custom save system and write your save data into a file using NW.js, then there's no size limits.
There is a NodeJs library that probably can be use for this , https://github.com/greenheartgames/greenworks , You probably will need to do few things 1. build html5 version 2. setup this project into node-webkit or Electron by yourself 3. install this package into your node-webkit/Electron 4. probably need to create a C2 Runtime plugin to be able to access to this API
There is a NodeJs library that probably can be use for this , https://github.com/greenheartgames/greenworks ,
You probably will need to do few things
1. build html5 version
2. setup this project into node-webkit or Electron by yourself
3. install this package into your node-webkit/Electron
4. probably need to create a C2 Runtime plugin to be able to access to this API
Take a look at this topic: experimental-greenworks-plugin_t117833
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The NW.js exporters could indeed be a lot better. Adding the steam dlls and the txt to every one of the builds is annoying and time consuming when testing. I know Scirra can't just distribute the dlls but I'd love if I could point my steamworks folder to Construct 2, so it could get the dlls from there and use the in the exported games. Also the appid txt file.
It would be nice if we could set up a folder in the export window for files like this and during packaging, C2 would copy it's content to the exported folder automatically.
Member since 8 Sep, 2011