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  • Prominent

    I must say I never had a problem using Madspy's Steam plugin.

    Did you try the experimental greenworks version prior to using madspy's, did you have problems with that one?

  • --in-process-gpu is needed for greenworks to work though, as far as I'm aware, however I've never been able to get greenworks to work.

  • Does anyone know if this workaround helps with greenworks not showing up for steam games? Just curious.

  • You don't have to integrate steamworks sdk unless you want to add achievements or other stuff that would require the sdk.

    You would just need to upload the files that construct2 exports. When greenlit, they will provide you steps for you to do that you can follow.

    It seems like C3 has been worked on for almost 2 years now considering it was first mentioned beginning of 2015. So that is a lot of time to develop a new editor. I'd be kind of surprised if it isn't released somewhere between mid 2017 - end of 2017.

  • even so, a capx would simply provide somewhere to start looking, as it could be something you don't realize is happening, a capx would explain those issues you might overlooked or failed to mention. Like how to reproduce the conditions to cause it to occur. Without a capx, this will just get closed without any further investigation, because they don't have the time/patience to dig into vague reports.

  • This whole thing is pretty worrisome- I'm glad there are people pushing this matter. I know that I have had issues with capturing video of my games in the past.

  • You'll have to buy it.

    I heard there might be a small discount for C2 owners.

  • I'm not sure what the performance difference is, but I think it improved. I have a lot of other stuff happening besides the tile/background, so most of my performance hit was due to enemy behavior stuff.

    If you use tilemap, it has to do a draw call everytime it finds a new tile, whereas if it is one paster object it uses one draw call I think. You should test it out yourself though to get better idea.

  • What I did was size the paster object to the layout dimensions, and then resize the viewport to the layout dimensions, paste the tilemaps in the order I want them, then resize the viewport back to the normal size. You have to resize the viewport because tilemaps won't draw tiles that are offscreen. If you have a lot of tilemaps it may take a second or two to paste them all, which means you'll need to use something to cover up your level while it is sized to the layout so that you can't see everything. I used a separate layer with black background and I make is visible during that pasting, and then invisible when the viewport goes back to normal. I also delete the tilemaps as they get pasted.

  • There are advantages to using at tilemap instead of multiple sprites, for obvious reasons.

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  • if the tilemap is rotated, it would just rotate with the tilemap.

    at the moment, tilemaps can't be rotated, so when layers rotate, the tilemap is drawn rotated, but the collision polygons aren't

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Prominent

Member since 28 Apr, 2012

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