Danwood's Forum Posts

  • I released in Early Access, so savegame not carried over isn't an issue, players know the game is in development. But if Silver is releasing in full version then i would suggest to delay a bit.

  • I'm wondering if anyone else is not getting a mac 32 bit release now?

    I reverted back to the nw.js before this one that I was using before but still don't get a 32bit IOS release so it may be the construct update and not nw.js.

    Support for mac 32 has been dropped in the new update

  • Great find !

    But it also happens with the brwoser (chrome) after C217, as i save, i can't reload anymore and a bunch of bugs show up. So i think it's related on C217, not NW.js.

  • I also experience bugs when loading a game cerated and saved after the update...

  • I get the same. Works fine on preview blank screen on export.

    Same, i also got problem loading a saved game, anyone else?

  • So we just updated C2 to r217 and its NW component (which is a big leap forward performance wise).

    Problem is, as I start a new game, save and load, a big list of javascript errors pops up preventing me from loading.

    I'm going to set up a proper bug report, but in the meantime i'd like to know if I'm the only one experiencing this issue

    EDIT: the issue happens in Chrome as well, so it's probably unrelated to NW.js,

  • So I used local storage to remember the window width/heigtht, so that when i access the game again it remember the choosen screen size, and it works fine.

    The problem is, every time i run the game again, the window is not centered on the screen, but ismoved to the right side. I tried using the NW.js X/Y action (scrollx/y) but didnt work. Maximizing and unmaximizing didn't work either, is there a way to move it to the center of my monitor?

    Thanks!

  • Trigger once won't affect the Picking. Just use "Pick nth instance" with '0'.

    Thanks!

  • Does it do something?

    If i got:

    Every 1 sec

    A is overlapping with B

    Trigger once

    Does it only takes the FIRST A instance overlapping a single B instance? Or it still takes all instances as if Trigger once wasn't there (making it redundant)?

    Thanks!

  • At it's core, programming relates to logic. You tell the computer to do something based on conditions, if, else, loops, triggers etc.

    Traditional programming involves typing out instructions manually in that specific language's syntax.

    C2 bypasses this and replaces the manual typing of text with its event system. But it is still logic. It still requires you to think like a programmer. The difference is instead of learning C# or C+, you are learning "C2's event language", which is a lot easier to learn for most people (myself included, who have learnt Java before moving to C2).

    If you want to make a complex game, you have to understand C2's language very well. Like anything in life, to understand it well, one must learn.

    +infinity

  • "v0.13.0-alpha4: (Jun 23, 2015..." - how is that today exaclty?

    alpha 4 (which updates 0.13 to chromium 45) was released today yes. That is just the time alpha 0 was release.

  • NW.js v0.13.0 went to alpha 4 today and is now updated to Chromium 45! I'm really eager to test it when Ashley will adapt it to work with C2 (as it doesn't, since something changed in 0.13 and broke compatibility with C2).

    https://github.com/nwjs/nw.js

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  • I noticed it is caused by (auto)saving in my game: the more frequent the saves, the sooner the slowdown happens. If i disable the autosaves it seems to never happen.

    Seems like at every save the game accumulates some "garbage" which becomes harder and harder to handle as it sedimentates.

  • acer aspire nitro 17'' i5 4210h, gtx 960, 8gb ram. Pretty solid machine, awesome performance on everything, And considering C2 doesnt use hyperthreading (at least the exported/previewed game, dunno the engine itself) the i5 isn't a big deal.

  • i use repeat -> choose(0,1) to make an event happen with 50% probability, and it works. You can also use different ratios.