3030's Recent Forum Activity

  • sqiddster

    This is a response I got from Julien Scirra via email when setting downscaling to Medium fixed my red loading bar (was set to High originally):

    [quote:1yw2yi2m]

    We have indeed had users having issues recently with this new property that was added not that long ago.

    You can read a bit more about it and its impact in this manual article.

    It all comes down to memory usage, and thus should make sense as why it could prevent the game from loading in the first place.

    If you feel that your project should still be able to load and execute despite those case, we may investigate it and optimize our engine further.

    Here's the manual entry he's referring to:

    https://www.scirra.com/manual/183/memory-usage

    Specifically:

    [quote:1yw2yi2m]

    When exporting, Construct 2 runs several optimisations including spritesheeting to save memory. Setting the Downscaling project property to 'High quality' forces spritesheeting to pad out all sprites to power-of-two sizes, negating the memory saving of spritesheets. This can significantly add to the memory requirement of your project. Since 'High quality' mode exists only to address two relatively minor rendering issues (edge fringing on sprites, or altered quality on the last animation frame), it should not be used unless one of these rendering issues has been specifically observed and the issue is resolved by choosing this option. Otherwise your project will be paying a very high price in memory usage for no reason.

    tl;dr -- high quality should ONLY be used if you see unfixable issues with medium quality.

  • OK so I've put together a build that's basically just Airscape's objects without any events, layouts, families, etc. tried it on a mac and it red-bars literally every time. So at least we have a repro.

    Reckon you could point me towards a good place to put that so the NW people can get on it? Are they OK with getting C2 projects?

    sorry if this was asked, but are you using the 'High Quality' graphics setting in the project settings? Does it work if you switch it to Medium?

  • ur spawning them on layer 0. im assuming that's wrong cuz everything else is spawning on layer 3. You should use names.

  • ...but if they get their act together...

    wooop! Glad you're back in business

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    The issue is that native modules for nw.js need to be rebuild for every nw.js release. For us this wasn't an issue because we just stuck with one version (too many regressions in n-w at the time anyway).

    Moving forward we think the only workable way is to have greenworks automatically build for every nw.js release. I'm happy to say that the nw.js team is working towards that goal.

    amazing, thank you!! <3

    Yeah, the game was running directly from Steam. After some messing around I'm thinking that what caused that to happen was that I had updated node-webkit to 0.11, and tested it working just fine on Windows without testing if it was working OK with OSX....

    andreyin after all the fuss with NW 11+ and stuff I basically have not moved past 10.5 yet.. So i havent even tried the latest greenworks plugin ashley made as i was worried it would open a world of problems i couldnt deal with on my own.

    Right now I'm using the first version of the greenworks plugin ashley made, plus C2 197 (planning to upgrade to 200 this week) and NW 10.5 (going to stay there for a while I think.)

    is the game running from steam, andreyin? I get a weird error like that if:

    1) The game is not being run from steam or

    2) the game is running and steam is not running or

    3) the steam_appid.txt file isnt in the root of the folder with the .app file or

    4) maybe the game.app needs to be renamed nw.app (dont know if this is required but i do it anyway)

  • Nesteris

    well the benefit of having positional / doppler'ed' sound is that i dont need to generate an infinite number of possible variations of the sound effect for different scenarios... the audio engine handles it all. the doppler effect was directly related to the relationship of the sound to the source listener, there would be no feasible way to get that back on the same level with hard-filtered wav files, without spending 3 lifetimes programming it and another 7 preparing the 8gb of wave files required for such a thing.

  • goddamn, im using positional audio like crazy...

  • Nevermind - i see you can already use the path: "./filename.png" to reference the "Icons" folder it seems amazing plugin, thank you so much!

  • - is there any way to use the Construct2 project's "Files" as the source of the icon so as not to use a web-address for the icon? This would help in case the user doesn't have web access when playing the game..

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