Colludium's Forum Posts

  • I would recommend using Inno Setup 5. It's free and does the job very well IMO. You can always donate to support the developer if you want . You'll also want to change your game icon from the NW standard. Just google search for Resource Hacker, use that to change the nw icon to that of your game, then compile everything to .exe using Inno Setup. Sounds more complex than it actually is, just experiment with it to get the hang of what to do.

  • Thanks The scaling took a bit of thinking about to get it to work correctly with the camera zooming mech, and I'm glad it all seems to work now.

    There's so little else going on aside from drawing a few layers of objects that I wonder if GPU fill rate bottling is at fault for the slow down. I wonder if the GPU on that machine is blacklisted by chrome... Probably not much I can do about that .

    Cheers.

  • OK, some technical progress has been made... even if not level-2-progress.

    The demo has now been updated with an options menu. You can select different canvas resolutions from which a full screen game will be rendered. With low quality selected as well then this should allow weaker GPUs to render to full screen without getting max'd out... With high quality selected then, well, you get high quality in full screen. Give it a try and let me know what you think or if you find any bugs. This also resizes the nw screen if not in full screen.

    I attempted to use the new local storage plugin but found it long-winded compared to webstorage. As I am not planning to sell to the Chrome store I've elected to keep using the webstorage plugin. However, I have made some efficiency changes to the game-save logic as part of this work, and it's incompatible with the previous game save logic - so you'll have to start from the beginning.... Not to worry!! Press the 0 - 3 keys to magically teleport between the different game save locations.

  • Just FYI, this also happens in NW preview....

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  • It's Browser:vibrate - the scroll to object will shake the screen.

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  • So, after my Ludum Dare holiday, it's back to work! Level 2 design has started; I have a few traps in mind so far - I just hope I'm not being too ambitious (never, I say)!

    Here's a snippet of my progress so far, just to prove I'm not just playing other people's games on LD:

  • Is this using r203? The audio object was just tweaked - could be a bug...

  • I've no idea why it's not in the NW object. I guess it would be duplication of code because NW just uses the chomium browser engine.

  • Use browser object : request fullscreen. It can only be requested after a player action - mouse click / keyboard / touch event. You can't just trigger it on start of layout...

  • It looks like you have either resized the image in the editor, which will cause artifacts like this in seamless images because of the sizing algorithms used by the editor, or you might have pressed the auto-crop button, which will add a 1 pixel border around an image that previously filled the image. It could also be a positioning error, with the two images overlapped or gapped slightly because they were placed with snap to grid turned off...

  • Awesome list of c2 entries - thanks for compiling it. Now to play some games...

  • Make sure there is an ImagePoint(1) on all frames - it sounds like some of them don't have one because the c2 fall-back option is to spawn at the origin....

  • I submitted a bug report which was dismissed because it compared results in the smoothest renderer known to current c2 users - nw 10.5. I followed up with an example of frequent frame dropping in modern browser versions but the report was already dismissed and the results ignored.

    Ashley, how do you measure high performance in physics behaviour? Being within 1.5 of native speed is useless to a game dev if every 10th frame is dropped and causes janking on non-NASA hardware. My bug report showed some quantitative evidence of what many users have been reporting here, that r196 reduced c2's game making potential (measurable dropped frames), even if the update increased the total number of objects that the engine could run at a janky 30 fps.

    I just want a few objects to be rendered at a smooth 60 fps by the physics engine. I don't think the x thousand objects at a janky 30 ish fps is representative of how c2 will normally be used....