StaticCloud's Recent Forum Activity

  • 28/12/2014

    Hello,

    I'm a big fan of Scirra and frequently use Construct 2. It's a great tool.

    And I understand that you are pleased with your 47 bundle deals, but is it really necessary to tell me about them 4 or 5 times a day, everyday?

    I usually didn't mind getting update emails for you, but this is getting a little too much.

    Perhaps a little variety might add some spice to the emails? '42 bundle deals' for example, at least then I can chuckle at the Douglas Adams reference every few hours when I get your emails.

    For now, please stop repeatedly sending me the same email. I would usually unsubscribe in this situation, but I do find it useful receiving an email once in awhile to let me know you've updated the software.

    Thank you,

    Hope you've had a great Christmas and a happy new year.

    Jon Williams.

    ------------------------------------------

    29/12/2014

    Hello again Scirra,

    Thank you for your many replies to my email dated 28th Dec 2014.

    Unfortunately the content wasn't exactly what I was hoping for.

    I see that you did listen to my suggestion though, as 2 of the 6 emails

    you enthusiastically sent me during the last 24 hours promoted your 46 bundle deals, rather than

    the 47 I previously discussed with you.

    I am sure you are aware the Christmas / new year period can be a time spent with family, and

    because of your passionate attempts to seduce me in to purchasing one of your

    many bundle deals my family (in particular my wife) is starting to question

    the number of emails I am receiving. (My emails go directly to my iphone) I fear she is beginning to not believe

    when I dismiss them as `nothing`, surely, she says, it must be important if someone is emailing

    you with such persistence and vigor.

    I'm afraid your youthful urgency to relive me of my money on your bundles is beginning to cause

    me troubles. I understand it may be difficult for you, especially during this time of year, but Please refrain form

    contacting me again, at least until the new year. I no longer want to hear about your 'bundles'.

    (I believe - due to the number of correspondences that we are now on first-name terms.)

    Have a very happy new year.

    Jon

    P.S

    (As I write this email I have received another email from you.)

  • Still not sure why it would work fine on preview and not export though.

  • Just want to follow up, the problem is a broken Spriter file. It`s very strange as all other Spriter files seem to be working fine, but one somehow become corrupted (?) anyway, by deleting it, it exports fine. Good lesson to learn though for anyone who gets random node.js Errors on export - start by one by one deleting their spriter SCON files and see if they cause the problem.

  • Unfortunately that's not it, even without minification it causes this error

  • Hello, can anyone help me out on this?

    Node webkit preview works 100% fine for the whole of my project (many layouts)

    but when I export it crashes on one specific layout (the main game). I get this error.

    [quote:10tm3m3f]Uncaught node.js Error

    SyntaxError: Unexpected end of input

    at Object.parse (native)

    I don't understand why the preview works (it works in node webkit preview, chrome and firefox with no problems)

    it only breaks once I export it. Any ideas? Why would the previews all work, but the export not?

  • I've been looking into this and I think the best option for now is to stay with r184. r184 and the bundled node-web kit works really well for me and I can't risk introducing problems when I need to export test versions of my game for indie festivals and play testers soon.

    It's unfortunate and a total pain as I (regrettably) bought the auto updating steam version of Construct 2 (wish I got the stand alone version directly from Scirra instead), But by keeping steam in offline mode I can delay updating until this is sorted out.

    I hope Ashley can set it up to give us a choice of nw versions soon. I would like to update to the latest version of Construct 2, but I just can't risk introducing these problems at this point in development.

  • funkyy tharindutpd thanks for the suggestions.

    tharindutpd

    First, loading everything into memory at the beginning of the game using 1 loader layout <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked"> that isn't going to work.

    I'm making a big game and it would eat up vast amounts of memory. With layout by layout memory management it is fine, but loading everything on

    start up will never work. (this is our game: http://www.indiedb.com/games/tokyo-dark)

    "show a loader and invisible it at the last line of onload event or load completed event in next layout"

    This is what I want to do, but actually it appears to be more difficult than you make it seem.

    If you look here: https://www.scirra.com/tutorials/318/ho ... ng-screens

    you fine this: " Loader layouts are only ever shown the very first time the game is being downloaded from the web. Since Construct 2 games save to disk so they can work offline, the next time the user plays the game it will load instantly. Even if you update your game, it will still load instantly."

    The problem is that due to having a lot of images it is no longer instant.

    funkyy

    Yeh, I was thinking about something along those lines <img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea"> , make a separate layout, that starts with only a 'loading image' then in the background, create copies of the large sprites and images from the layout I want to load. -doesn't matter if this causes jank, as it's a loading screen. (Am I right in thinking if images are the same between layouts they stay in memory?) If so, then once I create the bulk of my images in my 'loading layout' I can load up the actual layout without much of a delay? <img src="{SMILIES_PATH}/icon_question.gif" alt=":?:" title="Question">

    something like this.

    [Layout 1] -> [ Layout 2A - display loading icon -(create copies of Layout 3's images, loading them into memory)] -> [Layout 3] -> [ Layout 2B - display loading icon -(create copies of Layout 4's images, loading them into memory)]-> [Layout 4]

    Can anyone see any reason why this wouldn't work? The images can't start inside the loading layout [layout2] and must be loaded (created) into it. otherwise you'd need a loader for the loader. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> but if I create them in the loader layout [layout2] will they stay in memory for the next layout [Layout 3]?

    Humm... or maybe I'm far off track and talking nonsense?

    Any more suggestions on better ways to do this would be great!

  • Hi all,

    Thanks for taking a look at this. I have searched the forum and googled, but I could not find a solution.

    If you could help or point me in the right direction, it would be fantastic.

    I'm making an offline desktop game (using node devkit) that uses a lot of images, it works well

    but between each layout it pauses for about 6 seconds as the images from the next layout are loaded into memory.

    The 6 second load time is not a problem, but currently it just shows a blank screen.

    I need to show a loading graphic to reassure the player the game is loading and it hasn't crashed.

    I know how to make a customized project pre-loader, but how can I make one that shows between

    each layout transition?

    I would really appreciate your help here,

    thanks.

  • Thanks for the feedback everyone, really appreciated.

    GeometriX - the exploration works similarly to the Blackwell adventure games by Wadjet Eye games, non linear and hub based.

    Good catch on the animations, thanks.

  • Hi all, here is dev vlog #1 showing gameplay from our anime style noir adventure game Tokyo Dark, I posted a thread in the WIP main forum with more details. I'd love to hear what you think.

    http://youtu.be/_LLNHWux78U

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  • Hi all,

    I thought you might be interested in a game I'm currently developing using Construct 2.

    It's still got along way to go! All the pictures here are rough drafts from our pre-alpha but most of the games systems are in place and working.

    Planning to release using node-webkit on PC and Mac (I hear Linux currently has NWkit problems?) we're launching a Kickstarter next spring once we have released a free playable prologue.

    let me know if you have any questions.

    I'd love to hear your feedback and/or constructive criticism.

    description below screenshots.

    The games site is: http://www.tokyodark.com

    Please sign up to our mailing list to follow development. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Gameplay video and game explanation: http://youtu.be/_LLNHWux78U

    About:

    Tokyo Dark

    is a side scrolling adventure game set in modern day Tokyo with a focus on story and player choice. Explore Tokyo above and deep below ground as you unravel an unknown and ancient mystery. Make difficult decisions and discover that every action has a serious consequence.

    You play as detective Ayami Itō who gets dragged into a dark paranormal mystery when she learns about a lost red door hidden in a cave deep below the sewers of Tokyo.

    The gameplay combines elements of traditional point and click adventure games:

    Exploration

    Environmental puzzles

    Collection and trade of items

    With elements found in RPGs and visual novels:

    Deep conversation branches with multiple choices

    Player decisions effect the story

    A rich story with multiple endings

    An interesting cast of characters with their own sub-plots

    and investigation elements found in ARGs:

    Secret documents and puzzles

    Unexpected interactions

    Tokyo Dark is set in real locations across Tokyo and Japan, beautifully recreated in 3D and combined with hand drawn anime style 2D sprites.

  • That`s perfect, a great example. It`s very very useful to me.

    Thank you so much!

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StaticCloud

Member since 11 May, 2014

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