Colludium's Forum Posts

  • Q. What is a nickelnion?

    A. If you need to ask then you don't need to know...

  • I agree - I applaud giving this a try and it's a pity that it didn't bear fruit.

  • lucid - It's all cleared up now. I was confused by the process because my brain doesn't function too well after 9pm . Sorry to be a pain and thank you for your help!

  • lucid - thank you for that, it has fixed half of my problem! However, I am struggling to import the full Spriter project into c2 - when I try the character maps sprites are missing. As you can see from my example above, there are only 3 red sprites in the project, but for the character maps to function properly during run time the others should be imported as well. What did you do to enable the export of these extra sprites in your example? Thanks.

    Edit: I suspect that I am missing something completely obvious here because you managed it. If I bake the character map to an entity (which creates an extra entity in Spriter) and then the import the scml into c2 then the import brings the extra sprite images as well so they become available during run time.

    Edit 2. I guess that this is a public demonstration of my learning - I see that baking the character map to the entity is the way to go! If I do that then there is no problem here. I guess I have answered my own question.... Thanks for your great support!

  • Hi Lucid,

    I am having trouble with using character maps on import into c2. Here's a simple zip of a demo capx and scml to show you what my problem is. I'm not sure if it's a bug or if I have been trying to use a feature that's not supported by the plugin. When I import a scml into c2, the entities and their animations are accessible but the import action does not bring over the character map sprites. In the attached example, the import should bring in 3 red/green/blue squares, but it imports 3 red squares instead. I've been using r208 and v4.1 Spriter. Thanks!

    Edit - it appears that the character map active settings weren't saved. I'm investigating....

    Edit 2 - Confirmed - the active character map selection is not being saved in v4.1. On closing and re-opening Spriter, it reverts back.

  • Try this capx. Your logic needed some adjusting...

  • I haven't tested on a Mac but I think kiosk export mode is supposed to prevent this sort of thing....

    Edit 2 - there's a way to enter and leave kiosk mode while NW is running according to the nw api but I don't see a way of accessing this in the NW object. Ashley - is this hidden in the Browser object when requesting/cancelling full screen, or does that trigger the browser full screen feature of NW (non-kiosk)? If the latter, would it be possible to add these to NW?

  • system date and time plugin

    Edit - if you really want to get paranoid about cheating, you could CB Hash the saved data and save that as well - then compare to see if one of them have been tinkered with.

  • I'm looking for specific performance numbers with real-world games, not our artificial test that just creates piles of sprites. Can you report on any specific FPS numbers?

    Umbra demo - run through the same section of part of my alpha test (with javascript tools running in chrome):

    Back to front: 51 fps:

    Front to back: 44 fps:

    Edit:

    With javascript tools off, so just the game running:

    Back to front: 60 fps / 40% cpu / delta dt: 0.1 ms

    Back to front: 60 fps (occasional drops to 59 fps) / 44% cpu / delta dt 0.8 ms

    So, little discernible difference real-time.

  • I did a little testing and found the following results, using r208, Chrome, i7 with HD4600. The test was a fps throttle, target between 51-56 FPS by creating/destroying horizontally moving sprites (sine behavior).

    Sprite image with zero opacity (animation frame 1):

    -- B to F: 2260 sprites at 51 FPS, 9% cpu

    -- F to B: 2900 sprites at 56 FPS, 9% cpu

    Sprite image with approx 15% of surface < opaque (animation frame 0):

    -- B to F: 2290 sprites at 51 FPS, 9% cpu (partial opacity makes no difference - as expected)

    -- F to B: 1630 sprites at 51 FPS, 11% cpu (significantly lower performance)

    Here's a link to the capx.

  • Just a quick note to say that the public demo version has been updated - some visual changes, mostly to the start pages and level 1. Cheers!

  • Problem Description

    Large javascripte failure message when applying Alpha Clamp to a layer and running it in IE11.

    Attach a Capx

    capx

    Description of Capx

    Simple layout with Alpha Clamp shader applied to a layer.

    Steps to Reproduce Bug

    • Run the layout in IE11

    Observed Result

    Expected Result

    No failure message.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r206 64 bit

    I suspect that this is a problem with IE11, but here you go just in case it isn't....

  • I made this example a while ago - it's simple and produces a reasonable effect if you know where you want your bullet (arrow in this example) to land - in 2d or isometric.

  • It looks like a state of permanent Darwinian flux for the next few years....

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  • I had one instance of the gamepad not being detected after a re-load of the preview in Chrome. However, a disconnect-reconnect reset did the trick, and I then had repeated preview attempts all with good gamepad recognition. Latest Chrome 32 bit loaded and xbox 360 controller.