Aurel's Recent Forum Activity

  • where do it get last node webkit installer, the new version lags really bad

    I'd love to know. It's easy to roll back to r187, but what about NW ?

    Colludium Impressive!

  • Oh wow, the lastest node webkit update (coming with C2 r188 beta) = Hiccups everywhere, ugly ugly ugly! T__T

    Both in preview or exported mode.

    Rolling back to r187 , but how do I get the previous NW build? (I don't know the name of the NW previous build, which was working nicely for my game)

    http://www.scirra.com/node-webkit only provides the lastest one : )

    Thanks!

    Very nice!

    Thanks a lot for sharing, McKack!

    Sorry for the annoying reminder, last time I promise, but their Pledgie is still very low.

    If you plan to use Greenworks at some point, or want future updates, don't forget to read this page and maybe thank them : )

    https://pledgie.com/campaigns/27218

  • Thanks a lot : )

    About tablets, not recently no.

    I'll think about mobile and tablets in a few months, for now I have to focus on the main version.

  • That would be very pretentious to give people some advices on how to make a game with C2.

    This is the very first time I'm using it, I'm afraid to share a lot of wrong advices.

    A few things:

    Playing with the scale quality was very effective.

    Making separate eventsheets for every aspect of the gameplay (IA, HUD, Bosses, Visual Effects, Music, etc...) + one eventsheet by level makes the code easy to modify.

    And "trigger once" is a life saver.

    ...And I guess that's it, I'm sorry.

    I've played enough with C2 now to be aware I've done MANY things the wrong way, and should I start over, I'd pay way more attention to the very good guides published by Ashley on the website about optimisation etc... : )

  • I really like where it goes... Keep up the good work, QuaziGNRLnose !

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  • (the faster one has alpha channel fixed, too. But will not work for a tiled effect)

  • I've been adding tons of new shaders + content + new optimizations as well, since I launched the game on mobile for the last time.

    Honestly, I have no idea if it runs like a game or a slideshow today ^^!

    I'll try again in the next weeks as soon as I get a bit more of free time

  • A0Nasser ( HDR effect like above is basically your full screen rendered on an addtional top layer, with a heavy blur on it, then set in additive mode with a 20% opacity.

    It's doable, but you'll see a huge loss on the perfs side. My two cents: > you better find a trick for fake HDR on particular parts of your level instead of doing this for real )

  • Looks ok on the performance side, but as it needs a frame to hide the distortion on the borders, I'm making sure people can desactivate it : )

  • It's been a long time since I've tested it on my Galaxy S4, to be honest.

    A few months ago, it was running OK-ish, like 40fps with some hiccups.

    Oh, and if you want to read about the mode 7 shader adventures, it's here! : )

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Aurel

Member since 4 Oct, 2013

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