shinkan's Forum Posts

  • on my pc:

    Intel Core i7-3770k 3.500GHz, 32GB RAM, Geforce GTX 780 it behaves all the same on every possible resolution setup with fullscreen on / off.

    Game stays at 59-60 fps when not moving or moving very slowly (pressing arrow keys from time to time) - here it's fine, nice, smooth and all

    but if I start moving around (hold arrow keys) game drops down a bit and stays between 56-58 fps and it's not nice to play anymore. Basically it looks like watching a movie from very old and scratched dvd disc. Keeps pausing for a friction of a second every 2 seconds. I did not noticed any input lag or other issues, only these regular janks when fps drops below 59.

    Could you provide similar test game but exported with NW.js ? just to compare if it's the same behavior.

    EDIT: Tested in chrome 40.0.2214.115m (64-bit) on Windows 8.1 64

  • There's also a file in your installed Construct 2\templates directory called "Template-TurretDefense" where you can find a solution.

  • shinkan Hi

    What languages do you know?

    Polish (native)

  • Joannesalfa Have no idea why it's not showing for you :/ We got some users reporting black screen only (game not starting) but it was all related to old drivers and in most cases solved. But must say you are the first one to not be able to see the game window at all, congrats I guess

    The idea behind two pasters is quite straightforward. When firing, bullet holes are only created when they hit the empty ground and never on the bodies (which is visible on the image - there are no bullet holes on blood or bodies) - that was a requirement I had to do from the guy who wrote gameplay mechanics. To do that I had to use 2 pasters simply because you can't paste objects below already pasted objects and you can't test collisions between sprites and pasted objects.

  • Would like to help but unfortunately few very common characters for Polish language ( A E L S Z Z ) are missing from the font :/

    If you ever extend that font with missing characters then I could translate it

  • That's what I did. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://canapin.com/construct/scarletland/08/

    Nice! Even now, on this stage it feels a lot like a crimsonland <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • shinkan

    Your page looks like

    http://i.imgur.com/9vXelyF.png

    It doesn't show a live example to me. anyway, I made a .capx using one paster, why would use 2 pasters? It would consume more memory, I wish there are special particle conditions like on particle end or something else, I made ugly condition.

    Looks like game window is not showing for you... [attachment=0:yu3m10f3]gps.PNG[/attachment:yu3m10f3]

    Why 2 pasters? because you can't do everything with only one paster. And one more paster don't take a lot of extra memory.

  • Do what Somebody said. Use paster. When you kill something then past corpses into a paster and delete the "corpse owner" or move it outside the layout (to reuse it).

    You can have full red screen from blood and corpses, it doesn't matter.

    Like I said in another post

    http://www.newgrounds.com/portal/view/649855

    It's using two Pasters in the background. One for blood and one for bullet holes. There are no problems at all. Game runs fine on desktop (chrome, firefox, NW) and on Android Crosswalk (tested mainly on my Samsung Galaxy S3)"

  • Take a look

    I'm not sure which is best plugin to use Paster or Canvas, I was wondering why paster won't paste corpses and blood in background besides canvas worked for me. I'm just asking for your opinion.

    http://www.newgrounds.com/portal/view/649855

    It's using two Pasters in the background. One for blood and one for bullet holes. There are no problems at all. Game runs fine on desktop (chrome, firefox, NW) and on Android Crosswalk (tested mainly on my Samsung Galaxy S3)

  • Heh I've been looking for some kind of "preview button" myself for quite a long time

    There's one more thing you should know. If your game will be finally visible in Play Store (Alpha or Beta) there is this section on the bottom called "Additional information"[attachment=0:1glx5elv][/attachment:1glx5elv]

    Don't worry about that yet, it will only show some default stuff (Current Version, Requires Android etc..) This will show proper data only when you push your game into a "Production". There is no info about that in play store help, I was told that by one of the guys from support. Oh and If you have some troubles with something just ask them (support). They answer very fast and can explain everything very nicely, even guide you step by step. They have the best costumer service I have ever encounter (excluding scirra team )

  • I've made few apps already for android using Rex Date plugin. They all work fine. All you need to do is store a current time on exit, and compare it on relaunching the app - works every time.

  • > Yeah, it take some time. In my case it was almost three days from uploading to Beta testing and being able to view it in Play Store.

    >

    Yes you're right I was thinking about updates being a few hours, can't remember the initial upload delay.

    Updates are oddly quite fast - which is a nice part of the Play Store. They usually take between 1-5 hours.

  • Yeah, it take some time. In my case it was almost three days from uploading to Beta testing and being able to view it in Play Store.

  • This is a bit odd I must say. I just tried to repeat the path, just like yours on the images. And don't get that issue. Tested on Chrome, Firefox and new NW_alpha3 and still can't reproduce that.

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  • Is this happening all the time for you? I was just spamming wildly mouse clicks allover the layout and could not reproduce that what you have on images above.