InsaneHawk's Forum Posts

  • Are you talking about Function parameters?

    Do you mean predefined lists with fixed values (for example, color names, blend modes etc.)? Or custom lists, where you enter values yourself (for example enemy types)?

    I can see how custom lists may be useful in some cases. Say, when you are calling "SpawnEnemy" function, instead of typing "zombie" in function parameter, you can select "zombie" from the drop-down list. However, there is a serious problem - you will lose the ability to enter expressions in this field, for example choose("zombie", "vampire").

    It seems pretty clear with the image above but yes, we're talking about a parameter type for built-in functions.

    I don't understand your example to be fair, like, if you want to have a text field, you just select the string type and you'll have it, this already exist.

    What we're talking here is, like in the image above, a list/switch/enum type of definied choices you can set, in order to have a better workflow working with it, like in the image (for selecting the ease function in this case)

    And I think you got it wrong saying 'you can enter in a textfield' because this isn't about that.

    This system will help a lot if somehow you have to refactor a lot of functions, as in the call of the function, you'll have selected a specific id from that list, you can then rename them, reorganize them, without having to go back 1 by 1 on each function call and rename your call properly. (Kinda like when we had the old functions and params that were a mess, it was just awful to go back on all your calls to change everything, and this has been solved now)

    This system will also be useful if somehow, these lists could be linked to an enum type file, which then can be imported in that list from this function. This would definitely be helpful

  • Hi there,

    Due to a recent idea I did submit over here I decided to make this topic in order to discuss it, because maybe you guys might want to add more to it, maybe more types, more elements to these built-in functions, but if you think the base idea would be a great addition, feel free to tell it here or upvote the idea

    Right now, the idea that I did submit was mainly for Lists, which could be used this way

    Let me know if you'll find it useful as well, could help a lot for the workflow, especially more if those lists could be linked somehow to an enum type, would be even better.

  • UPDATE: Chapter 2 is coming out pretty soon in the beta, and we'll be featuring for the first time exclusive songs made for the game! Here's two of them, hope you'll like them, feel free to share them and let us know what you think!

    soundcloud.com/rhythmygame/soundstorm-dead-or-alive-rhythmy-exclusive

    soundcloud.com/rhythmygame/soundstorm-pinball-rhythmy-exclusive

  • That looks really interesting, this could definitely interest me as I really feel that the official plugin is quite limited, right now you seem to fulfil all the missing features it should have.

    Tho, I'm wondering how is your plugin acting performance wise? Did you make some bench already?

  • Great execution and marketing! Your game looks legit. I wishlishted it ;)

    Thank you very much for your comment! Means a lot to me, appreciate a lot!

  • This game is top notch. Love the trailer as well!

    Thanks! Appreciate a lot! There's still a lot of improvements that can be done and will be done in the future, but in the current state of the game, I'm very proud about the result! I'm glad people are enjoying it as much as I do! :D

  • NEW UPDATE : We're moving from alpha to beta stage now! I'm so happy about all the progress that has been made!

    Here's the preview of what's in this patch (updated the topic accordingly)

    Subscribe to Construct videos now
  • Itch.io Update: We've put a new demo build over itch.io for you to try out!

    You're all invited to test it if you want to! I hoppe you'll like it!

    Itch.io: https://insanehawk.itch.io/rhythmy

  • Very dynamic game :), keep it up bro!

    Thanks, appreciate!

  • Update: Topic has been updated to better reflect the state of the game

  • Hey!

    Little update on the project!

    We're now in a private alpha state, and we're also looking for people that are interested by that type of game to join this alpha and help us test out everything!

    You'll find all information here: twitter.com/GameRhythmy/status/1102944913421991936

    Thanks!

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  • Thanks for the link, very useful, I will certainly give it a try!

    I see in the documentation that it is also using the same greenwork plugin, which currently support NWjs up to 33.3 and electron up to 4.0 beta 7, which is also not the latest version available, you still depend on greenheart updates, which comes about twice a year.

    I'm working with NWjs 33.3 with the latest greenwork plugin and I have no issues with steam overlay, achievements or window capture in OBS, though game capture doesn't work.

    But i'm more intrigued by your statement "I've got better performances according to my tests" this enough is a good reason to switch.

    Did you test it on linux as well?

    I didn't test on linux, mainly windows to be honest, as I'm more focusing on that now, rather than linux.

    Yea, seems like some people don't have issues with it, but I'm one of those that had some, for some reasons, you know, magic's happening sometimes.

    You'll quickly see why it's better I suspect, because of many little improvement, and the progress being made by Armaldio, there's a lot of QoL things/features in it, even if building isn't as "fast" as the built-in editor nw.js but still, I think it's relevant :)

  • Hi, can you please share what other issues using electron over NWjs solved for you?

    How did you get the steam overlay and achievements working on electron without greenworks?

    Well, I had 2 major issues with NW.js, plus a side one that isn't really an issue but something that could be improved:

    - Greenworks plugin, not working as it should even if you followed every single step from the documentation, Overlay broken, lack of features/functionnalities etc.. (and the fact that you were forced to use an old version of NW.js ... Sshhhh)

    - The fact that you couldn't catch the window with a lot of recording softwares/streaming softwares.

    - When you build your game, you have to "hack" your .exe to add your game's icon, numeric signature & credits attached to it, which isn't something you want to do on every single release...

    The last 2 points where just fixed by using Electron instead on NW.js, and the first point, thanks to Armaldio + MikalDev from the Community Discord, that found solutions for Electron, working.

    You may find all the information you want here: electronforconstruct.armaldio.xyz

  • InsaneHawk Would you mind trying out the new window implementation of NWjs?

    All you have to do is, use a more recent version and add the mentioned Chromium arg to your package manifest file. You will know that it works, if it displays native Chrome stuff after pressing "F11" to go into fullscreen mode. (This is currently a bug and will get patched out soon.)

    As a side note, the mentioned multi-process architecture isn't the issue. I've done tests in the past when single processing was still working and it didn't help with the capture at all. Main reason for why I removed it from the Roundup, besides every 2nd update breaking the feature. It's something on the GPU side of NWjs that some, especially free recording software doesn't like.

    I've had success with receiving an answer from the OBS team in the past and they pretty much just told me that, it's the user's responsibility to pick a working mode for recording/streaming and so on.

    Well, I've switched to Electron and I'm happy with it, I'll most likely don't go ever back on NW.js now.

    Thing is, that I was stuck using an old version of NW.js because of their Greenworks plugin, which is forcing you to use a specific version of NW.js, in order to make it work (which obviously didn't work, since I had to find an alternative to it, being Electron (Overlay issues)

  • It's absolutely, 100% a problem with the screen recording software. It's not Construct's or NW.js's fault. If screen recording software can't record the screen, it's not doing what it says on the tin. Their software is broken. If they claim it's not their fault, they are being negligent.

    and I do agree with you that some part are being so, we both know it's not Construct's fault but still, I'm not wrong I assume saying, having more build options can also help finding better ways of doing things, and it will suit more some people.

    As right now, I'm more about compiling and only using Electron rather than Nw.js, since they won't probably do anything about it, I needed to figure out somehow a way to counter this.