NetOne's Recent Forum Activity

  • So i have an xbox one lying around since Christmas not doing much. PS4 and PC are the current platforms of choice in my household.

    But anyway tonight thought i would sign up the £12 for a dev licence. Downloaded visual studio. Put the dev app on the xbox. Use the uwp export in construct 3. With not much faffing around got the game deployed to xbox one.

    All that beautiful gaming specific hardware gave me

    15 fps ????!!!!

    This is a game that funs 60 in i5 with integrated and runs 40-60 on most phones.....

    Is this the reality of uwp on xbox one ????

    Are there some settings im missing

    It says its running web gl

    But The cpu is going to 90%+ would normally be 20% on my pc and maybe 40% on phones so....

    Wtf?

  • woops

    ....I was trying to blow up the blocks by placing the barrels then using the "explosion button" wondering why it wasn't working.

    its possible that this needs to be clearer ..... maybe make it a clear bomb or stick of dynamite rather than an explosion decal and maybe make the barrel a create,

    ive grown up to expecting barrels to explode for some reason....

    its also possible that I was just being a total dumb ass though.....

  • Can i blow up blocks?

  • Very slick....

  • Just trying the Construct 3 Android build service (mainly to see how my in work touch control transfers to mobile)

    Note : It is exactly the same game as above (developing in Construct 2)

    but I just loaded into Construct 3 and changed the resolution to a more mobile friendly one

    built very quickly . uploaded and downloaded in about 2 minutes id say

    absolutely no issues.

    running on a Motorola G4 at around 40 fps .

    Note I am aiming for PC only currently so this is not optimised for mobile.

    It was just a test of the Construct 3 build service. (There is a lot of stuff I could get rid of to get back to 60 without compromising too much. I may do a mobile version in future)

    https://drive.google.com/file/d/0B6AQ9z ... sp=sharing

    but yea, quite impressed.

  • The more time I spend in this game dev world the more I realise there is really no best way to do anything.

    As long as what you are doing is reasonably performant / effecient and it works then go with it.

    As well as layers or layouts you could also create/spawn the menu items when you need them then destroy when done. Or you could have them ready off screen then move into position as needed. You could do visible invisable with activated deactivated code. Or any or all of the above together .

    To add. The most important thing is whatever way you choose you should be comfortable with the method, and it should be as adaptable , changeable, and reusable as possible.

    I will close with the caveat that I've never made a full menu system yet so it is highly likely that I haven't a clue what I'm talking about.

  • Seizure inducing at best.

    Spinning white lines will make it even better! <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    Dude... please don't tell anyone but.. <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed"> .... I love Fry Me Omelettes

    If my game can have half the polish, professionalism, fun, immersion and addiction of your game I will be very happy. really good job there...

    Right

    I know I said one a month but I started the editor in full effect and have spent almost the whole of the last day and a half on this (and some of it was sort of in place already) I think its pretty cool and probably wont have much time for the rest of the month so here you go.

    I don't know really what I am doing or where this is going.

    Or even if can handle this kind of complexity but I'm giving it a shot.

    essentially this is a screen that will allow me to populate the arrays that will be used by the game side of things.

    it is not really connected to the game or arrays yet but that is the plan.

    VIDEO LINK

    https://drive.google.com/file/d/0B6AQ9z ... sp=sharing

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  • Its probably tricky to do in the browser environment.

    Im sure Scirra are working on it.

    Even some sort of multi-select then bump-up/down might do

    right now to move a few events up/down even one notch requires multiple copy and pastes, one for each event.

    (unless I'm missing something...which is not unusual.....)

  • Right Ive promised myself that I will try to share a vid a month on my progress.

    This is to guilt myself into keep perservering with the game and maybe some of you guys find it interesting.

    Maybe I will start loading to youtube I just wasn't sure I was going to finish anything but am getting a bit more confident recently.

    This month has been very difficult to find time to do anything on the game. Work is just killing me and pretty much every weekend has been socialzing of some sort. Which is not a bad thing but a max of 10-12 tired drowsey hours I have scrapred to work on the game, Most of those hours have been today (I took a meeting room and stayed after work for about 4 hours).

    What have I done in 10-12 hours

    I have gone ultra wide and gone high dpi. so no more pixel art for now. This is not nessesarily final Im just experimenting.

    I have made a quick and dirty system to swap the backgorunds for the different levels. I am swapping them every couple of seconds here. If you also notice I can also change the horizon level and the paralax will match.

    TO DO: The background sprites are just temporary for now and the backgrounds will be scrolling. I need to make some sort of scrolling tile map thingy for the backgrounds.

    Its not obvious right now but all enemies and backgrounds have a z value linked to scale now so that i can have enemies spawn in the the distance and fly towards the screen into formation. Im not sure what I can do with z values for background but its there now and maybe I can find something interesting to do with.

    TO DO: I need to make a system to give them the z coordinates to do this.

    I havent worked on the editor. mainly because I still havent figured out how Im going to do some things like store and retrieve and que up the enemy patterns and bullet patterns (which I havent made yet either) and backrounds but Im getting an idea how to do it with arrays and functions and such so should come shortly. Ive made a flowchart to help me link the various things together. Pro Dev!!! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    anyway there you go. Now Im going to the pub..... what? I spent the last 4 hours on the game, thats enough... I need to go get drunk now.....

    VIDEO LINK

    https://drive.google.com/file/d/0B6AQ9z ... sp=sharing

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NetOne's avatar

NetOne

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Member since 3 May, 2016

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