CJK's Recent Forum Activity

  • -1 to this idea.

    Please do not enforce further auto-packaging of the EXE for everyone using C2 ;-(

    You can achieve such effect with some external exe compressing tools, I believe. Or with any installer - INNO setup, NULLsoft installer etc.

    The way NWKit works right now, is - from my perspective - really comfortable - you can unpack the package.nw (which is a ZIP file anyway) and have direct R/W access to your assets at runtime, without any issues.

    Does it matter? It does when you have 300Mb+ of audio/images. Running the app with a compressed set of assets adds a big couple of seconds to the startup time - annoying on slower machines. And much easier with updates, at least at dev stage.

    Cheers,

    Greg

  • Hi,

    Create the sprite at design time to ensure the width is available for the engine; otherwise, try waiting until the next tick, when all created sprites are available for the engine.

    <img src="http://clevergames.pl/downloads/c2forum/create-width.png" border="0" />

    Cheers,

    Greg

  • Hi unplugged

    As I once had a need for this, too, I just tried a more visual approach, where the neighborhood is determined by a collision area of a shape.

    pick_dense_neighbourhood.capx

    Cheers,

    Greg

  • Interesting!

    Does it mean we can hide/skip the Ludei splash screen with it?

    Greg

  • Hi,

    I have been confused by this on several occasions, where I could not understand the source of surprising misbihavior of my apps.

    It's not just textboxes - I use heavily CSV files as input, and keep bumping into this ;-)

    If a variable is a number, I would say it should automatically attempt to cast an assigned value onto a numeric value.

    Greg

  • Hi,

    144 had Node-Webkit export broken. I read that 144.2 had it fixed.

    I'm running 143 and here fullscreen works both in preview and in export.

    I mean Browser's "requrest fullscreen" function, as I haven't tested the recently added Node-Webkit init flags that control the window layout - maybe you mean these?

    Cheers,

    Greg

  • verything works again!!

    Not everything, I'm afraid.

    Node Webkit export behaves differently. My app does not start at all with the new NodeWebkit, after export. I wonder whether somebody else experienced the same with r144?

    Cheers,

    Greg

  • Hehe.... Mine was 270Mb, so I started compressing OGG to lower bitrates - going down from 192 to 96 saved me over 120Mb so far. ;-)

    Cheeers,

    Greg

  • Hi,

    As far as I understand the system:

    1) You can import graphics of any size, and resize it in image/sprite editor - the change is irreversible, and the resulting size will determine the memory requirements of the sprite, the performance and the quality.

    2) You can import e.g. a larger graphics and resize the instance size in Construct window/main editor. This change is reversible - it is just scaled in viewport, and this change, as far as I understand, has much smaller influence on the performance. If you scale down the sprite this way, it still takes all the memory required by the real size of the image (=the size in the image/sprite editor), but as it is smaller on the screen, the processing of each frame is faster.

    Cheers,

    Greg

  • One other change I noticed - not an issue right now for me though - is that after switching to r143 I'm getting consistently framerates above 60 - not "just above", but things like 74 fps, consistently (in NodeWebkit preview).

    I do not know whether C2 allows changing the SYNC ON/OFF option at all (=can't locate such switch), but it seems like by default it is now set to OFF ;-)

    Cheeers,

    Greg

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  • Hi tulamide

    Indeed, if you could share the capx or explain a bit how you approached the problem, that would be grand!

    Thanks in advance,

    Greg

  • Hi sosensible

    Thanks for your reply. I'll PM you with further info.

    Cheers,

    Greg

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CJK

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