Halfgeek's Recent Forum Activity

  • Yes and no. Depends on your target device. Depends on what the events are doing.

    Always run it in debug mode and go to profile, and examine your game's resource usage.

    • Post link icon

    > dhoeke Yep the old SDK is the cause of that. But if you include an older one like the one here it will work <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    > https://dl.dropboxusercontent.com/u/100 ... am_api.dll

    >

    Thak you! Thanks to that I've got finally my game to launch. Before I've got only black screen.

    But the overlay isn't showing up.

    My configuration/checklist:

    Windows 10, C2 r209

    Node Webkit v0.11.5

    Greenworks 0.4.0

    Steps that I've done:

    1. added event in my game:

    - on start of layout - Greenworks: Activate overlay for Stats

    2. exported game

    3. updated package.nw (of course changed to .zip)

    3.1 added steam_api.dll - from link above

    3.2 changed package.json - added "--in-process-gpu"

    4. added steam_appid.txt to my games folder (with my game ID)

    5. changed .exe name to nw.exe

    Why overlay isn't showing up?

    It only works with NW 10.5 and GreenWorks 0.3 Alpha for me. Any newer versions and nope.

  • Is the end-game / objective to conquer the aliens or to see how big you can expand the colonies?

  • Looks great, like a real-time 4x!

    Is the focus going to remain in Sol or will you expand the play area to other star systems?

    I gave you a yes vote (halfgeekstudios).

  • Oh yeah, don't waste your time with Desura. They died, bankrupt.

    They owe me heaps of $$. If they paid up, I would have bought the C2 business license. Lesson learnt. Don't waste time with trash stores that are financially insecure.

    Go Steam or go home.

    Just wanted to add for those interested, Android is the killing fields of a thousand small-time indie gamedevs. The reason is simple, they DO NOT have a proper NEW GAMES (Category RPG, Action etc) listing. They only have TOP New Games list. To be on that TOP list, you have to have a ton of downloads, reviews and +1 on your game.

    On iOS, they do have a real New Games list, sorted by release date. If your game is good, it has a chance to fly.

  • Great! Tested it on low-quality downscaling and it looks sharp, no blurry, details maintained (mix of pixel art & normal style).

    https://halfgeekstudios.files.wordpress ... /fixed.jpg <- Full size, no blurry sprites

    Thanks for clearing up the way downscaling works. I can see some art styles benefit from high quality downscaling though, just not in my case.

  • I have some sprites downscaled by 25% (3/4 size), some at 50% (half the size of original). The reason for this is it maintains a crisper quality when the game is scaled up for a higher resolution.

    That's interesting, I really prefer the look of the aliasing sprite, not just the contrast but the "high quality" ones look blurry, its definitely worse!

    So if I want them to look sharp, I should use downscaling to low? I'll give it a go.

  • I've turned it off already, no effect. I resized a few sprites affected by -1 pixel width & height and it now looks sharp on export.. but some others are not affected by default, I dont understand it.

  • I've been testing in preview throughout development, but I wanted to try the export build just to see and the first thing I notice, is the image quality takes a dive.

    This is the ship sprite in the preview:

    It's sharp.

    This is the ship sprite in the export (NW10.5 or 12 makes no difference), some are blurry while others are fine:

    Fullscreen scaling: High Quality

    Use High DPI on

    Sampling: Linear

    Downscaling: Both Medium/High Quality is the same

    Ashley & others:

    Any possible reasons for this? Is there a setting I've missed?

    Edit: Okay, i think its due to the spritesheet formed when exported, it adds 1 pixel to each side (IIRC) and it screws up some of the downscaling. But its strange that it affects some sprites but not others.. some voodoo stuff is going on.

    Edit2: Also noticed some shader effects bugging on NodeWebkit 12, as well as some stutters/jank.. but works fine on NW10.5 (which is a dang shame because Greenworks isn't compatible with the newer Steam SDK).

  • Heaps better with the extra room nearby! With a few rooms, obscured by FOW so players wont know whats in there until they enter.. great for atmosphere

  • Good that you mentioned BG2, it's the classic dungeon crawl and the fog of war gave it a tension that wouldn't be possible if you saw the entire area right away. ie. Not knowing what's around you in itself, helps the atmosphere.

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  • Honest feedback:

    RPGs are my favorite genre of games, a small level would make it very claustrophobic and removes one of the key element that makes dungeon crawlers great: exploration & tension due to not knowing what's behind that next door (fog of war too, treading lightly...).

    I'm looking at your game level and seeing those doors, I am drawn to open those doors, at which point the level expands to include the adjacent room for my character to explore & pass.

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Halfgeek

Member since 24 May, 2013

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