Burvey's Recent Forum Activity

  • I've done it both ways, with IDs and with different sprites.

  • Yeah, I was going to say you should start a new project, import all your images etc and copy your event sheets over and see if that fixes it for you (don't forget to make sure you set up all the object properties etc again as well or you wont be able to copy the event sheets). If you would like a fresh pair of eyes to take a look at the capx feel free to PM me. I will delete it afterwards and I won't share it with anyone. Either way, good luck.

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  • I just wanted to confirm that after upgrading to the latest NW.JS version the system save works as intended. The issue persists in the older version. Thanks again.

  • Glad you got it figured out.

  • The first thing I would do is disable the layout scaling and run the game to see if it fixes it or not and then you can go from there.

  • Is it a sprite or tilemap object? Are you scaling it at all? Is the image size in the editor the same as the size in the layout?

  • Yes, I understand that preview and export use separate storage so that's not the issue. I am using an older version of nw.js because it was causing other issues with other games when I updated last time, so I rolled back. Maybe that has something to do with it. I will see if I can update to the latest version on another computer and test it there. Thank you for your help.

  • Thank you everyone for the input. Learned something new which is always a good thing! I think switching each slide to it's own layout would be the easiest way to go in this instance for sure.

  • It's just about impossible to protect the images. All anyone has to do is play the game, record it, then use a video editor to grab frame by frame images. A little editing and they have every sprite in the game including the animations. Someone with very little skill could do that. If someone were to have more skill they could use other more complicated ripping methods. Think about this, Nintendo and the other big game companies have multi million dollar budgets to put towards protecting their assets, yet you can do a google image search for just about any game ever made and find full game sprite sheets for them.

    The code is a little harder to steal after you minify and make an exe file, however programs like C2 make the coding so easy that with a little time and effort just about anyone can make a clone of a games mechanics. As an example, there were about 10,000 flappy bird clones out the day after it became famous (I'm exaggerating but you get the point). Same with match 3 puzzle games etc... Heck there's an entire genre of games called metroidvania based on clones of metroid and castlevania.

    In my opinion, just do everything you can to make it HARDER for the assets to be stolen (minify, encrypt, make exe) and if you have issues then get a good lawyer.

  • Thank you for your reply. That was the idea I had when I put the slideshow together that way in the first place so I'm glad to hear it. I think I will end up keeping it as is for now. If any issues come up, which I don't expect, I'll probably end up just using a better method rather then running the slides as a single animation.

  • Yes, you're absolutely correct about it being terrible for memory. I was hoping there might be some advantage of doing one way over another though. I know a couple techniques to get the memory numbers down by about 85-90% or so but I don't think it would be worth the time for something like a 1 minute slideshow that will only ever be played on a PC anyways. Thank you for your reply, I appreciate it.

  • All you need to do is make a mistake on one event that creates an object, forget to add trigger once while true or accidentally put it in a loop and within a few minutes you have a million objects that look like just one if you're not in the debugger. (That's just an example, it's likely not your issue, but I'm just trying to say that one little mistake can lead to big problems.)

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Burvey

Member since 5 Oct, 2013

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