Prominent's Recent Forum Activity

  • I will be releasing a game on steam soon, and I'm looking for a few testers. I'm firstly interested in those who use linux or osx, as I would like to know how it works on those platforms.

    Here's a screenshot from the game:

    http://steamcommunity.com/sharedfiles/f ... =702551555

    If you're interested in testing it for me, and have Steam running on linux/osx then message me!

    Just an update. Turns out my game crashes without greenworks, for 64bit version (if run through steam). So I'm not sure why. Anyone any ideas?

    I've tried multiple times but keep getting a blackscreen, even when uploaded to Steam, anyone know why?

    As soon as the exe opens it's just a blackscreen.

    Here are things I've done:

    • Construct 233
    • NJWS 0.15
    • Placed the Greenworks plugin (greenworks-0.15.0.c2addon) inside my project.
    • Exported without minify (and tried with)
    • I use the 32bit build
    • created a file called steam_appid.txt in the directory with the app ID
    • placed a file called steam_api.dll inside the package.zip then renamed it to package.nw
    • The exe file is still called nw.exe
    • I open the exe in my folder and then try uploading to steam but it just gives blackscreen

    does it say anything in the debug console if you hit f12?

    , yes, I did all that.

    I tried the 32bit build, and it runs through steam, but no steam overlay.

    64bit build just crashes immediately if run through steam.

    edit:turns out it happens without greenworks.. so my issue isn't related to this plugin.

    I tried sdk 136 / node 0.15

    but it doesn't work. A prompt pops up saying It failed to load when I try to run 64bit build through steam.

    I'm using windows Vista 64bit sp2

    I did everything as was outlined, but doesn't seem to work. Doesn't work for 32bit, but the game does run through steam. The 64bit runs if I don't use steam. I even tried that in-process-gpu thing, but didn't help.

  • adcornaglia

    The camera is rotated with the aid of the mouselock plugin- basically, the x/y speed of the mouse returned with the plugin gets added to the angle of the camera for the corresponding axis. Then the camera is moved backwards along the direction of the camera from the position of the player. This results in having the camera swing around the player. I also raytrace and only move back until it hits a wall, so it doesn't go behind.

    As for the enemy sprites- they need to be q3d models; not q3d sprites. This is because the models can be rotated in whatever angle, whereas the sprites can only face the camera. This is so the enemies appear to keep their feet connected to the ground as you point the camera downwards.

    Basically, you make them face the camera and then set two of the axis to 0. I can't remember which axis', but basically you just want to end up rotating around one of them. If you need to flip, or mirror them, it has to have double sided rendering and you add 180 degrees to the axis.

    That's the general gist of it I think, if I remember correctly.

    As for rendering different directions for the enemies, that requires checking the angle of the camera in relation to the angle the enemy is facing, and changing their animation based on the relation of those angles.

    As for the tiles/environment, I used my own Crocotile3d tool to create the obj file and load that into q3d. The crocotile3d tool is available at crocotile3d.com

  • adcornaglia

    Happen to have a capx file of this to play with?

    It uses some plugins I've made, and also I've edited the q3d plugin to achieve certain things. So without certain edits to the plugin, it wouldn't work exactly as shown.

    Is there anything specific you're interested in regarding what I've shown?

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    has anyone got the 0.15 version to run on mac and linux?

  • ok thanks for the info- that makes sense.

    I went back and checked r277 just to make sure, and it was blurry there too. I guess i originally had seamless mode on and somehow I must've turned them off at some point.

  • Problem Description

    When project has sampling set to Point, and Tilemap seamless mode is off, the tilemap becomes blurry when played.

    I don't remember this being the case in previous c2 version. It was clear/crisp in previous versions of c2.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gWsdjIgenKdB4YoG

    Description of Capx

    retro template with tilemap added, set seamless mode off causes blur.

    Steps to Reproduce Bug

    • run game, see blur

    Observed Result

    blurry tilemap

    Expected Result

    map should be crisp and not blurred.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r233

  • thanks. good to know it's not just me.

  • updated to latest version and bug still occurs.

    Here's video showing the undo bug and how to reproduce it.

    https://youtu.be/LmDXZrNIZBc

    Also, to note- it appears the first actions in the event get removed if you have a bunch of actions before you do the steps.

    Can anyone try this and tell me if they can reproduce it?

Prominent's avatar

Prominent

Member since 28 Apr, 2012

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