Jase00's Forum Posts

  • I'm all for a PayPal plugin, but one from and tested by Scirra.com. That way at least I have some assurance that it's fairly safe.

    What I'd really love, however, is a plugin for BitCoin!

    http://bitcoin.org/en/bitcoin-for-developers

    Yes, then we can deploy our apps on silkroad! <img src="smileys/smiley36.gif" border="0" align="middle" />

  • I guess that would be the best idea... I will have to empty out the project though, it's pretty big, not sure when I'll have the time to do that, but I shall! Thanks!

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  • Ashley - That's what I thought; but it seems that whenever the sprites are onscreen, things get really laggy when around 5+ characters enter the screen. I've not optimised it so that characters are deactivated offscreen, so they behave just as they would onscreen and offscreen as of now, but it's just when the character is being rendered onscreen that it lags badly. Iirc I can get about 30 characters possibly whilst they are offscreen. I'm not sure why. The only event that is run at every tick is a "For Each" loop for each and every clothing sprite, to position itself on the character, and set its angle to the bodypart that it is on.

    Everything else, layering, changing animation, changing animation frame, all happens on the "On frame changed" trigger from the body of the character. I've done other small things too, like disable collisions for the clothing sprites, but it hasn't done too much lol.

    Thanks for your input!

  • Bumpity

    Yeah it's probably not good practise to triple post, but I'd like to ask something since I needed opinions/technical advice.

    So, I implemented the Canvas object and here's the method I done:

    -Have all the sprites that make up the character positioned offscreen.

    -Canvas positions to the offscreen sprites whenever there's a new frame of animation on the character and pastes all the sprites onto the canvas.

    -Canvas always positions at Player object.

    This works, pretty well to be honest. The framerate comparison from having 10 character detailed with Canvas is like 80fps compared to 25fps if I was using the sprites onscreen without a canvas

    (usually framerate is much higher, 120fps+)

    Thing is, each time the frame of the character changes, it's got to erase, then paste about 20 sprites into the Canvas, which I believe would be a big hit on performance. Am I right? I believe having all frames be pre-rendered in the canvas, then switching between the pre-rendered frames. Even though I don't think a plugin like that currently exists, would this all technically be a big deal?

    I had another question, but I've literally forgotten it (it is 3:22am here at the moment) but yeah, any input is good input :)

    Thanks!

  • Personally, I think you should dive right in to making a game!

    Think of a good idea, then, research (or ask the forum for opinions) on how difficult it would be to make that sort of game, and then just...go fot it! When you run into problems, take a peek at the manual, and if that fails, ask here again, or keep trying to figure it out. Never give up!

    Ofcourse, thinking "I WANNA MAKE A MMORPG WITH REALLY COMPLICATED SYSTEMS AND WOAOWHOH" is gonna be difficult to dive into, but...well...do what you want, really! You're only limited by your own imagination; there's always a way to create a 2D game in C2!

    Good luck!

  • Woah..the logo and the heads worked VERY smoothly on my Galaxy S1!

  • I believe you can export to Linux through the "Node Webkit" exporter. It creates an app for Windows, MacOS, and Linux. :)

  • Is it bad practice/inefficient to use inverted 'Pick by UID'?

    Thank you! :D

  • Yann

    Hmm, that sounds like it might work actually. However, I'm currently on the version below and don't really feel like tampering with this just yet XD Thanks!

  • Using "Object UID exists" isn't good as I can't refer to the specific object. There's probably a way round it but I'm failing to figure it out in my mind.

    Yann I am pretty much having the same problem as you with your nodal system; I NEED to "Unpick" an object. My combat system requires the attacker to be unpicked from being attacked. Now all the characters just hit themselves since they are no longer "unpicked", rather than hitting the character in front of them. :(

  • Whilst I love this update, It's broken my whole clothing engine, along with my combat system in my project. I'll work with it though, it's better in the long run :P

    EDIT: Actually, No, this is so difficult to work around. Rolling back to previous update :(

  • Yo

    So moments ago today, I was experiencing a weird thing in C2 and my computer, and almost lost my project, even backups were buggering up (Long story short, the backups that C2 creates were storing previous backups, so the more I saved, the more space seemed to go in my computer) I could have avoided this by saving a backup in another medium than my main HDD, so whoops lol.

    You can read what happened to me in this thread:

    scirra.com/forum/topic66721_post410135.html

    Thankfully, I had SOME backup that wasn't corrupt and I can recreate a weeks work of work which I'm pretty damn happy to do since I got to keep my project in the first place!

    So everyone, what memorable disastrous things have happened to you whilst you were developing a game? I find it's usually at times where you mind-numbingly program, forgetting to save, thinking "Just one more event"... then bam, you loose all the work you've had from a random software crash, or a power cut, or a massive wasp flies in through your window and you crap yourself, and decide to pelt towards the door but accidentally knee the Power button which has the old "Instant Power Off" function for the power button, and loose all your hard work (true story).

    Gogogo

  • Oh Right haha, I remembered incorrectly, I was thinking of this:

    When making backups of folder-based projects, Construct 2 now writes the backup to temp then copies that to the backup location, rather than backing up directly to the backup folder. This may help fix some freezes during backup (if services like Dropbox had tried to start reading the backup before C2 had finished writing it).

    scirra.com/construct2/releases/r125

    Not gonna lie, but I haven't inserted any massive files or anything into my project, no vids or large images or large sounds/music, nothing that I'm aware of, but ever since r125 (iirc) my saves have been brutally slow. I've had to turn off my two extra backups (one to another location and one to dropbox) because when it begins copying, it takes an astronomical amount of time when it copies over those two. I will review my project and see what I can find out.

    EDIT: Ok here are my discoveries. I'm pretty confused to be honest lol

    My main Construct 2 project file is a nice small 986kb

    All the folders for Animations, Event Sheets, Files, Layouts, & Textures, all add up to 17.6mb

    The "Keep backup copy" option is set to 100 for me, and I have 100 backups which is cool; but here's where it gets interesting (Bare in mind, I have no clue how C2 works and handles saves so I might just be being stupid)

    The earliest backup weighs 72.9mb

    and the latest backup is 686mb !

    Altogether my backups are taking 36gb! Lol

    Now, I've deactivated locational backups for now since the saves take so long compared to the 5 seconds it used to take. But here's their sizes the last time I touched them

    The backup that automatically gets placed in a "Backup" folder is 672mb.

    The backup in Dropbox is 387.

    Yeah...

    Here's a nice little indicator that I believe something is 100% wrong.

    Exporting the project to Node-Webkit WITHOUT compressing the PNG and NOT minifying, weighing JUST the win32 folder, is 54mb

    I'm very confused indeed!

    EDIT2:

    Oh dear god. I've just ran out of space, paniced, so i saved my project, closed C2, started deleting some stuff, opened up C2, loaded my project, but wait! It's corrupt! Due to having literally 0 space on my harddrive from the backups, it didn't save my project successfully. Kill me t.t

    EDIT:3

    Well, I lost a big chunk of progress, couldn't recover the deleted files with the software I have, and so I used one of the backups that I have, and low-behold, it appears the most recent backups iirc were actually backing up previous backups (So backup 89 was actually backing up EVERY SINGLE backup from 1-88 along with itself) so THAT'S why I was having this problem! Not to mention that it was backing up the "Backup" folder that is in the Project folder, meaning it was backing up backups of backups of itself. This was a massive letdown that I lost so much progress, but I'm ULTRA happy I kept SOME backups! I'll be sure to separate folders a bit more and permanently keep backing up so this doesn't happen again!

  • Yeah my project saving has recently gone from pretty fast to about 2 whole minutes of waiting for it to save and backup. I guess it's something to do with the new method of how C2 handles saving? ;o

  • This plugin is awesome!

    I would LOVE to see this compatible with the WebGL renderer, but after reading this thread and attempting to deactivate WebGL to see the different, my entire game shot from 50fps to 300fps. Didn't think I'd get such a difference. (Probably isn't all the Canvas's fault, maybe my whole game is just a flop with the way I've designed it, or my graphics card just hates OpenGL. <img src="smileys/smiley16.gif" border="0" align="middle" />)

    But yes, thank you so much for this plugin, R0J0hound. It's too perfect for what I need it for! I completely understand how time-consuming and sinister it would be to integrate this plugin with WebGL, but if you do, I'd be unrealistically happy.

    Again, Thanks! <img src="smileys/smiley16.gif" border="0" align="middle" />