MelVin's Recent Forum Activity

  • I started the project with individually drawn frames. All of the animations are done like that, then I convert then to spriter. this saves on memory. with the amount of animations needed for just DaKoo, it really makes a huge difference in memory. With the exception of the studio logo(which will be optimized) the entire game only uses 68 Mb!

    Spriter is a must have with C2, they really work well together imo. Haven't tested it on Nintendo yet. But for Tablet and PC it's great.

    hobibit

    I like what I see. Sketch games are cool and can have a lot of personality! gj so far:)

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  • I've done one, you can check it out http://www.dakoogame.com or on Twitterhttps://twitter.com/DaKooDragon. trailer is pinned at the top of the page. I think they're awesome. But they are time consuming. Very rewarding to see the end result imo.

  • I also get the following error when previewing with NW JS:

    Javascript Error!

    Uncaught ReferenceException:

    in .. /html/ajax_plugin.js : process is not defined.

    Line 55.

    ... help?

    --- UPDATE ---

    As a temporary fix, I reverted to 0.12.0 NW.JS from February. Works fine.

    I have the same issue, it's been posted in the bugs forum by multple users. Thanks for the tip abpout reverting, wiill have to try that as a temp solution so I can keep working on things.

  • can confirm, can be replicated with the platformer template. Just add ajax and try and preview.

  • spongehammer

    if all else fails try a system restore. I had to do one to solve a simular problem many C2 versions ago. Colour was washed out, system restore did solve it, but I never figured out what casued it. hope this helps

  • I haven't tested. I'm going to wait til Ashley comments before I go any further. This is the third time I have replaced the saved games feature. the default system just doesn't make saving/calling strings easy for me.

  • thanks for telling me, you've saved me a lot of waisted time. it's awesome that you're doing a custom save games, I based mine on andreas R 's template, with this I was able to adjust mine and get it to work. I would love to see something done by someone else, compare what I've done, see were I can improve mine cause I feel I'm still learning. If I can help let me know.

  • Colludium

    Exporting breaks my game. it just hangs at a blackscreen. So I can't export withh NW.js wth this version.

    But everything is working, with the exception of "fullscreen on start of layout" when testing using NW.js Preview though. Once I over wrote/Re-saved, the custom saved games seem to work. That's including the the labels/tiitles for the save game slots. So I think dictonary is working correctly.

    I tried testing the earlier version of my custom saved games only capx. The exported version does not load as well. But does seem to be working without issue on preview. Trying to figure out why it will not export properly now.

  • Colludium

    I'm just testing it again. I think I might have got it working. Exporting now to test it

  • I have tested and my custom setup does work but strings have become an issue. Dictonary is not functioning properly for me, As that is how store my labels/titles for the save game slots.

  • Great news:

    The nasty memory leak (

    Now the nw.exe process is much more aggressive in flushing memory, changing layouts will trigger a clearing a few seconds into the new layout. The memory usage does not escalate endlessly leading to stutter (& crash) after some time of play (time varies on size of game).

    Another GREAT news:

    cpuutilisation tracking shows a major reduction. This means a big performance improvement. On average, I am seeing around a 20-25% performance speed up for my logic bottlenecked RTS-style AI battles.

    A really bad news:

    Save game state not compatible with NW10.5 or NW12. LocalStorage does not carryover nor does the Save/Load state. Obviously you all can understand the implications. Pretty much if you are on an older NW and already published, updating to this = wiping your gamer's saves = not happy gamers.

    Some weirdness:

    It seems to ignore or does not process the local storage triggers like "exist/missing"

    This used to work. It would enter full-screen by default, and subsequently it checks the localstorage key first, sets it, then fullscreen or or window mode based on the saved setting. Now it does not trigger.

    I'm experiencing the same sort of problem. I am using a custom save game setup, using local storage, dictonary and arrays.

    Before the update I could go fullscreen on start of layout, and strings would work in the saved game slots i setup. Now the saved games still work but strings are not being called so the saved slots do not show text anymore. Hope this helps, really hope this gets fixed soon.

  • finshed updatng the IndieDB page, check it out http://www.indiedb.com/games/adventures-of-dakoo-the-dragon

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MelVin

Member since 21 Apr, 2012

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