Anonnymitet's Recent Forum Activity

  • I've also had a bit of a problem with recording my game but now when I have switched from OBS and Fraps to Shadowplay (Nvidia Share) for gameplay recordings it finally works great. It is so easy to use and doesn't cause any slowdown while recording. It captures all C2 exported games without a problem. Just a recommendation for everyone who needs to get some gameplay for their trailers and videos <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Here is a video of it:

    Subscribe to Construct videos now

    I know it doesn't solve the youtuber problem but if you just have to capture gameplay then you should try it out.

    EDIT: OBS also works fine with C2 exports but lagged for me sometimes so that is why I switched to Shadowplay.

    Good luck with your projects <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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  • I have added that to the nw.js template file so it always exports it by default but yes you can also add it in there manually in the package.json after export as the last arg as they have an order to follow.

  • I can confirm that. My game uses "--in-process-gpu" and I can capture gameplay with every screen capture software I have tried. And I have never heard any issues by youtubers either. Also Steam overlay works just fine as well with that arg for most drivers.

  • Bumbing this thread. I have heard that Microsoft are concerned about the security infrastructure of Construct. Any comment on that?

    I'm working with Microsoft for the release of my game and they haven't mentioned anything about being concerned about the security?

  • Fantastic work! Finally everyone can have steam features on Mac

  • And if you want it to happen before hitting the obstacle then you can use player overlapping "obstacle" at offset and set the X and Y values to whatever you think is best. You can also use a invisible trigger if you want.

  • On z pressed - simulate control "jump"

    In events use the keyboard object and choose "on key pressed" event and select "z"

    Then in the action section choose your object with the platform behaviour and there you'll find the simulate control action and just set it to jump.

    But simple stuff like this is easily found on the forum if you search

  • Amazing work as always!

  • If you just want to set a text to a variable it is as simple as this. You can use a trigger to change it or just do it every tick if you want.

    So on "M" pressed --> add 10 to Score --> Set text to Score[/code:34aury93]
    
    That would add 10 to the Score variable and then set the text to the new value.
  • So I'm just checking if anyone's run into this problem. About 10 % of PCs playing my game doesn't register the gamepad, even if Windows reads it just fine. It's a 360 controller. Doesn't matter what button's pressed. Any tips of guranteeing the gamepad will work?

    Thanks.

    What NW.js are you using? I had the same problem with NW10.5 but now on NW14 it works like a charm again

    Before the controller had to be connected before the game was started otherwise it would never be recognized but now with later versions of NW it doesn't matter and you can connect it whenever you want.

  • Hello everybody,

    I have a project that weights 6 mb, everything included: animations, event sheets, files, layouts, textures, .caproj, etc. My musics and sounds are .ogg only and don't weight much, all my textures are very very small, etc.

    When I export it to NW.js, using recommended export spec for PNGs and minifying the script, my exports (win32,win64, linux and osx) weight between 130 and 160mb.

    What happened here? Is that normal? What can I do?

    Thanks.

    PS: my html5 export weights 5,75mb.

    That is normal. When you export with NW.js it also includes the whole browser which makes the file so big. When you export a regular html5 build the browser is not included and that is why you have to upload it and play it in a browser.

  • Why are the spritefonts so big? Isn't it better to have a spritefont image that only is as big as the biggest text in your game? My game has about 3 different spritefonts: small, medium, large which I use throughout the whole game for tons of different purposes. By doing this I can choose the best sized spritefont so I can avoid scaling it too much.

    And you can set instance variables on the text objects or use UIDs.

    Example:

    On collision with coin ---> spritefont - set text to score

    --------------------------------------isSCORE

    On death ---> spritefont - set text to deathcounter

    -------------------- isDEATH

    And so on...

    This way you can use the same spritefont object for alot of different things.

    And yes you can use many behaviours on the same spritefont.

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Anonnymitet

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