Anonnymitet's Recent Forum Activity

  • Ok, but have you tried the latest steam4c2 then? It should work with your nwjs

  • The Steam4C2 is updated regularly to keep up with the new NW.js versions so if there isn't one for your version now it will probably be available soon. But why would you have to remove users saves if you roll back a NW.js version? I have done that many times with my steam game and had no problems with my users saved progress?

    EDIT: Just checked and there is a Steam4C2 version for nwjs 24 on the store already.

  • You can use z-ordering or just simply make an action right after the spawning and move it to bottom of the layer like the example below.

    On event ---> spawn object1

    ---> move object1 to bottom

  • Casimir Thank you for testing and leaving feedback.

    1. The game in the current state has a button remap system so you will be able to setup the controls to your desired layout.

    2. Yes, I do everything on the game including the art so glad you like it

    3. Good, the current version is even more optimized than the uploaded one here so should run on most systems without a problem.

    Maybe I'll upload the new bigger version here, working on a demo atm

  • I am still kinda new to Construct engine. I want to see how games run on android device with Construct 3. So, I took a Kiwi game and tested it on an android device Galaxy S6. I didn't change many codes. All i did just added 3 touch buttons. The rest of the codes remained the same. The foreground and kiwi animation seem to be a little bit lag. It looks like the game skip few frames when kiwi runs. The gameplay is just not smooth. Is C2 running well on android? or is the same? Or Construct 2/3 are just not ready for mobile? Can someone show me if they can run kiwi game on android smoothly?

    This game was made with C2 and has over 1 million downloads. Maybe you can find something interesting in that thread. But you can get your games running just fine on mobile but it is very important to know how to optimize your game. That is why sooo many new developers on this forum are complaining over performance because they don't know how to make a game for mobile. You can't use every tick events all over the place for those games. The Kiwi game isn't optimized for mobile and that is why it doesn't perform as well.

    Also there are tons of different ways to export to mobile to get the best performance and that is also something you should ask the successful construct mobile developers about.

    So my recommendation is to learn all there is to optimization before trying to make a mobile game. Otherwise you'll spend a lot of time making a game that will just be impossible to optimize good enough and you'll have to start over Good luck!

  • What scaling are you using? Letterbox? Do you still get the black bars if you set it to scale outer or scale inner?

  • Added a paintball mini game. It was a bit tricky to make the AI for this one but I'm happy with the final result. The bots are very hard to beat on highest difficulty

    The gif above shows four computer players without any human interaction.

  • You should put the --disable-dev-tools arg in the package,json and it will work. And if you do then you can remove that nwjs event you have there as well

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  • It should work. It has nothing to do with your game events. Steam screenshots works on top of your game. What happens when you press F12 now? But if you are running nwjs dev build then you might open the dev console when pressing F12 so you have to disable the dev tools in that case.

  • Great thread. Also waiting for a way to publish on xbox one. My game has been approved as an IDadt@Xbox title for a long time now and I still haven't been able to publish due to the missing xbox live plugin features. However my game actually runs pretty well on xbox one and I get almost solid 60fps, but it is a pixel game so that might explain it.

  • The easiest way is to have sprites as spawners instead of a layer with image points and just place these invisible spawners where you want them and do the following:

    Every X seconds

    ---spawner is NOT overlapping spawned family

    ---pick random spawner

    ------------------------------------------------------------------------------------------> spawn family object

    That only picks one of the spawners that is not overlapping a sprite from your family. No need for variables or anything complicated. A simple yet effective method And if the spawned sprite is destroyed later the spawner will be able to spawn a new one again.

  • What?

    Doesn't the Construct 2 manual say that construct loads everything before you can even start the game? Meaning no matter how many layouts you have they will all be loaded by the time you can play the first layout.

    And from there how long can it take to load things into memory. I've never experienced any jerkiness when switching layouts

    From the manual:

    "Construct 2 only loads the images for the current layout. This avoids loading the entire project in memory which would be slow and consume a great deal of memory. When starting a layout, all images for the objects placed in the Layout View are pre-loaded. This includes all frames in all animations of any Sprite objects. (In other words, Sprites are either fully loaded in to memory, or not at all - they are never part-loaded.) When the layout ends, all images that are loaded but not used on the next layout are released from memory."

    My guess is that you haven't done any asset heavy projects yet but for us who do stutter and long loading times between layouts is a big big issue. But as I said easily solved now with the possiblity to preload exactly what you want.

    And you don't have to put all assets on one layout as newt said. You can load exactly what you want however you want.

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Anonnymitet

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