AnD4D's Forum Posts

  • Nobody else using the debugger on large games?

  • Just a couple questions regarding the debug.

    I'm making a pretty large game, with a lot of data stored in variables. I'm starting to notice some concerning issues.

    In order to keep my project tidy, I'm setting up a group for objects of certain levels. This means I can find them easily. However, when I load up the debugger, I'm noticing that everything is just displayed in a long list. Sure it's alphabetical, but wouldn't it be quicker if the groups followed over to the debugger, meaning we wouldn't have to scroll through hundreds of items just to find the one we're looking for? Even if the debugger only showed objects that were on screen, or related to said layout.

    In addition, I see that local variables are displayed at all times as well when viewing the system screen. Again, wouldn't this be better if they were only displayed on the level associated with them, seeing as they serve no purpose outside of these levels?

    It's a great tool, but at the moment when I load up the debugger I lose 20 fps, and the bigger my game gets the more of a time consuming challenge it is to use it. It's a great tool though!

    Finally, I would like to request a pause on start button. Sometimes I want to see what my game is doing frame by frame, and have resorted to pressing play and then trying to remember where the pause button is, and hit it as soon as it appears. Rarely if at all works!

  • DUTOIT Nice - I'll give that a go then! I'm somewhat worried that it won't be able to handle it, but we'll see. Thought Crosswalk was only for Android. I've been away for too long!

  • > I'd love to get rid of Cocoon... but it's the only program that allows me to use the text box to enter names into my game.

    >

    > For the time being, I'm sadly stuck with it!

    >

    Is there a problem with the basic textboxes of C2?

    Aphrodite - Not to confuse it with the text object. As far as I am aware, textboxes are not supported by the other exporters. I'm using it to allow players to input names on the iPad, but I read and was told that Cocoon is the only one that supports textboxes.

  • I'd love to get rid of Cocoon... but it's the only program that allows me to use the text box to enter names into my game.

    For the time being, I'm sadly stuck with it!

  • Right click the event, and select the "or" button

  • I think that something happened in the latest versions of C2. I don't remember seeing this problem before, at least around the time that the lights-shadows system was introduced. I might be mistaken though.

    The plugin has always had this limitation. So long as you have more than one light, you'll end up with incorrect shadows. This is because the plugin is a shadow caster, rather than a light caster. If one light casts a shadow onto another light, said light will be in shadow. Very strange, but so far sadly unusable for me.

  • shinkan You have to use a WebGL effect to get it working close to how it should work, but I can't use WebGL for my project, so I've not bothered with the plugin really.

    I doubt it will be sorted though. Still waiting for the SpriteFont to be updated to a more user-friendly state.

  • Even if self.scale only works for objects that are uniform.

    Also, the way I expected it to work is if an object in the image editor is 10 pixels wide, and 5 pixels tall, then that's the default 1 scale. If I set it to 2 scale, it should be 20 wide and 10 tall. If the object is resized in some way, as soon as scale is reintroduced, it would revert back to its default size. I just figured it would be easier than having instance variables and extra code.

    It clearly isn't as simple as I imagine, but it would be nice to get something a little easier to use. It took me quite a while to figure out a suitable method for exactly what I wanted.

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  • This was explained maybe less than two months ago in another thread.

    That's not a valid reason why it isn't there. "the main problem was what value should be returned if the object was not uniformly resized".

    What about those of us that DO have uniform size?

  • I would like to use Self.Scale, but it's not an option. I can get around it using other more complicated methods, but Self.Scale would be so much easier.

    Is there a particular reason this isn't permitted?

  • Ahh, I see. While it may not be a bug, it is crazy slow. Is it a necessity to use the Sprite Font? I can't stand the thing personally, so I find myself using sprites of texts, or even the standard text.

  • Anyone else noticed something weird going on with the physics lately?

    I just tried switching to the Box2D asm engine to see if it had been improved on. Turns out it's still glitchy regarding disabling collisions, so I switched back over to the standard Box2d web engine, and suddenly my collisions are not being disabled!

    No idea why. It looks as though I can't switch back to the normal engine! Slightly worrying to say the least.... especially seeing as I saved the project shortly after because I updated a graphic.

  • TiAm - here's an example of how to cycle through instances for reduced collision checks: http://www.amirai.net/forums/filtered_collisions.zip

    Any chance this is still around somewhere? I'd like to have a look <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • You mentioned over on NintendoLife that you had to cut features or something. What did you cut to make it work? The game seems cool now. I bought it and liked it.

    Is it missing levels? Did you have to cut back the art? I can't see anything missing but I don't know what was there.

    Is there anything that Construct 2 could have done to make the game better?

    Bob Thulfram I've moved your question over here, as there are a few others I'd like to answer.

    I struggled to get the game optimized for hours and hours on end, and couldn't figure out what the problem was. I went through so many changes, only to find out that my HUD was slowing the game down. I had a tiny line of code that checks if the character is overlapping the "cannon counter" on the HUD, at which point the HUD will turn 50% opaque. Because collisions are happening on different parallax layers, the Wii U didn't like it, and slowed each level down to a crawl!

    In trying to figure this out, I made so many unnecessary optimizations to the code, it's crazy, but I'm glad I figured it out in the end. It's just a shame I wasn't able to have that change in opacity, and that one thing messed me up for a few months.

    My developer license was approved at the end of February, but my game was finally submitted in March... then again in April... then finally in May. Each time I failed wasn't due to the game, but due to something being wrong with the game's manual. The last time it was submitted was delayed by E3, and I pushed it back a week so I didn't clash with Shovel Knight! So yeah... it's been a long road getting an already completed game onto the Wii U.

    This was made by <div class="self-ref">@AND4D</div> if I'm not I'm not mistaken (that username now makes a lot more sense!) - congratulations on getting on the WiiU!

    How did you go about the ESRB rating? Or did Nintendo handle it?

    Thank you! The ESRB rating was a breeze. For indies, it's FREE! I didn't even have to show them the game. I simply needed to fill out a form check some boxes, and they sent me an automated rating. I'm not keen on going forward for the rest of the world, seeing as they charge stupid money ($1200 for a rating in some cases, it seems!). ESRB are doing it right!

    Thanks for your interest, and I'm happy to answer any questions I can!