Lunatrap's Recent Forum Activity

  • thanks a lot!! i will find some way of using this n.n... credits to you of course

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  • i totally support this

  • although.... there is one think i really would like c2 to have... native resolution...so i can give the player the option to choose the resolution they want... instead of just scaling no matter what...

    and i agree that plugins so useful like, FSM, magicam and canvas should be officially included and supported...

  • Im sorry...but i dont think that C2 is a underpowered engine... its a tool... and as any craft.... the tools do one part of the work... and the craftman does the rest... c2 is in my opinion the best 2D engine...

    im making a game that...humbly i must say that will be the best looking game made with C2 (at least as of now)

    and i must say that c2 is a game making tool, not a prototyping tool ( i hate when i see this asociation )

    c2 will continue to grow... and become more powerful

    if some day i have a game that with c2 is impossible, i will change to Unity until now...my money is on C2

    with all respect... everyone that says that c2 is a noob engine... when they are unexpirienced (like me) and say that c2 is not suitable for their super game... i think to myself... you are starting wrong... you always need to start with a small step... with very solid platformer with original mechanics, fun gameplay, and beutiful graphics ( for example ) but if you want to start making a MMOFPS-COD/BF4 KILLER UPERDUPER SUPER MEGAME.... With 5000 $, you are asking too much... big games require big money and man force... how about you use C2 and make some good games instead? look at games like shovel knight... do you see anything that c2 cant do in shovel knight?? NO! then what is stopping you?? look at konjak... i see iconoclast...made with classic... and i plays and looks beutiful...

    my game will rival games like dust and elysian tail

  • Ashley

    thanks a lot ashley, but still if i export at medium and even low quality... the memory is still higher than on preview

    on preview 75MB

    after export 90Mb

    but at least is less memory than using high quality since on high it get to 112MB

    another question i have... does it make sense to give the player the option to turn off / on full screen scaling quality??

    does it apply on runtime??

  • i dont see why this is a problem.... i think triying to change the node-webkit code probably will cause more problems... for something that can be changed with ResHacker, a software really easy to use and 100% FREE in 5 seconds

  • Ashley

    my scaling quality in on high quality i have been shooting in the dark... but i cant pin out what could be happening...

  • Yes please!!! i get lost on all my functions... and needing to remeber the name when calling one...

  • Ashley

    zenox98

    i could not replicate it on small project.... and i cant post my whole game here...

    i dont know what is producing this... i have not added any sprite or anything...

    i have no idea what happened.... can you guys tell me somethings to look for??'

  • Bumping.... can anyone tell me if you can reproduce this problem??? this worries me :/

    Ashley

  • Ashley im using the built-in video memory usage expression

    look at the code...

    https://www.dropbox.com/s/ua4m2wqtyatms ... m.jpg?dl=0

  • Hi guys...i was wondering why when i preview in c2 my game on node-webkit the Video memory usage takes 74 MB and after export as Node-webkit it increases to 112MB???

    what is the reason??

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Lunatrap

Member since 12 Jul, 2013

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