WeneW's Forum Posts

  • Hey there !

    The game looks really nice (and even better in video with some blur etc.

    Does it target mobile or Desktop ?

    Because in case you want to publish it for desktop and sell it , i would really advice you to add some screen filtering.

    Or some kind of paper textures in Overlay to give it a render with more depth. Like avoiding the "flash" or "mobile" type of render that can really

    retain some people away. I remember don't starve had some kind of stuff like that.

    Here what it could look like for example : (hope you don't mind, i just made a try)

    would really give your game a certain "standing"

    Like more of a painting style.

    Good luck, LFTI !

  • If you buy Construct 2, you will still have to buy Construct 3, but at a discounted price.

    How can you be sure of that ? I read nothing official about this potential "discount"'

    But yes it would be cool.

  • hu ? i thought It was starting counting from 0 ?

    the 0 index seems to work

    EDIT: but yes it works ! thanks a lot, but i would like to understand what gone wrong with this.

    edit bis : Hoooo ok, i see :

    the width and height of the array is a count not a max index, it integrates the 0.

    So yes thats why. Silly i am.

    Thank you so much ! cheers

  • http://www.filedropper.com/testarray

    here's the capx.

    I don't get it, everything seems fine... but it doesn't work.

    And i can't move the cube with arrow keys neither.

    It's a simple array setup. Maybe i missed something

  • Hey , i'm back and i gave your game a little try ! (i haven't play long time but i saw some overall gameplay)

    So , first, i'm not a huge fan of this kind of tactical game. But some will surely do love it.

    And i have to say, the game is very polished, it's beautiful. Art style. Animations, menus, all is looking great.

    Now, i also have a trouble with two three things here.

    First, i find "entering in the game" very complicated. There's tons of options menu, character characteristics to define.

    And maybe it's a bit too much to start with a new player. You'll lose many people here.

    maybe add some tiny battle tutorial at begining ? with already defined characters ? then let the player customize step by step.

    Maybe some features are too much , concentrating more on gameplay / environement would be nice.

    Have a lobby between fights where you can move freely and talk to peoples in the street ? All menus and tactical fights makes it a bit heavy i think.

    Second thing, i don't get the mix between the subject and the graphic look and the gameplay style.

    I mean , it's a game about "Tactical" "Street fighting" in a "cute city" with "colorful graphics".. something doesn't fit here.

    People who will seek for a really tactical game will surely be annoyed by the cute and childish style compared to the gameplay.

    People who will seek for a cute game with kids fighting in a "springfield" environment will surely be annoyed by the too many menus and tactical aspects.

    I think there is a design flaw here.

    Sorry if i sound rude, i know it's a huge work, and your game is awesome in many ways. Very pro.

    But i think you can still work on thoses.

    And also, be careful if you want to sell it as a desktop game. Public Demos if they look like the final game can be an harm to you selling.

    Demo is ok as an alpha, if the game gets a full visual remake + content.

    Adding just content to justify pricing when you're on a little indie game is sometimes just not enought. (had some examples here and here)

    Good luck and looking forward to it ! Awesome work

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  • Yes I have this installed, i uninstalled it , and clean reinstalled.

    Still nothing.. preview doesn't launch at all.

    EDIT : now that i clean reinstalled it. It works with exported project.

    But still not in preview.

    when i try to preview, i see nw.js processus in my windows ctrl alt del like many of them (maybe that helps)

  • Problem Description

    Preview NW.js doesn't launch.

    It's selected in the project settings. But i simply can't preview with NW.js... not an error, just nothing happens.

    Same when i export the game in NW.js

    it doesn't work with any project

    Operating System and Service Pack

    Win7 home premium. 64bits SP2 (or 3maybe)

    Construct 2 Version ID

    R 212.2

  • But hey , it wasn't made with C2 ? or maybe it is ? Just wondering.

  • No answer on this yet ? !! oO

    Wow, this game looks pretty complex, and the art style (even the itch.io page) looks great !

    Good luck, i'll give a try to the demo when i get some time later on !

  • Hello,

    I decided to start with a tiny project as a first game in C2. To actually finish it.

    And learn to manage all features of making a game together..

    So SA, is a retro low rez styled game, about kid of olympic games.

    It's inspired by very early PC / amstrad games with smashing buttons and some triggers gameplay.

    Basically you'll have some character choice, some kind of discipline and practices you can try.

    Highscores (i hope online ones, if i can achieve this, would be awesome)

    And thats quite all.

    here's a first picture of title screen.

    Game is in 240 X 135.

    Will add some screen filters.

    Yes character is cuted , but it'll apear only when camera is up hight in the title screen.

    I'll try to post progress and stuff as i advance in gameplay (maybe some gifs)

  • And heres another version : http://www.filedropper.com/performancetestnobehaviors

    This one doesn't use any behaviors, but custom triggered movements.

    And this leads to A HUGE performance boost on my comp !! oO.

    Starts to drop after 700 spawns, and most of the slow performance is visible when tons of objects are On screen.

    So it confirms two things :

    1 - behaviors uses memory. (maybe mostly due to collision, I don't know, plateformer was the one used in the two first examples.)

    maybe due to many parameters that are used all the time, even if not needed (acceleration gravity etc)

    2 - custom collisions uses less less memory than behaviors. (i made another test, getting ridd of all behaviors)

    3 - on screen drawing slows down a lot more than offscreen. So deleting objects outside view maybe not that useful.

    Do you think making events with custom movements for enemies and such would give a performance boost ? instead of using behaviors / simulate controls ?

    EDIT : seems to be much due to behavior. Collisions if set by custom event (overlapping at offset) uses much less memory.

    Seems better to avoid using behaviors for many objects.

  • Hai everyone !

    I wanted to test the performances of C2 on my desktop computer , so i tried to make a benchmark that works pretty nicely.

    Here are the files if you wanna test and post your results :

    Big layout (10K by 4K) : http://www.filedropper.com/performancetest

    One screen layout (FHD) : http://www.filedropper.com/performancetestonescreen

    You can messup with settings / object settings / layer settings etc... to test things.

    And here is what i learnt from this (on my own Comp, wich is a 3 Yrs Old good PC (GTX570 quad core 16gb ram)) :

    1 - On scirra's advices about performance, at least on desktop GPU computers :

    Opacity settings / layers / objects effects / project resolution / hight / low quality fullscreen scaling / point interpolation /linear etc...

    Full HD project / low rez resolution etc.

    all this changes basically "nothing" ... seriously, my FPS in any cases will drop starting on 300 count of objects and freeze around 500 + .

    (wich means 300 plateform behavior on animated sprite, and 2 explosions animations on each one. around 1000 objects animated / effects.)

    2 - Object count (of course) and animations DOES a good difference. (getting ridd of animations accelarates quite a lot)

    3 - Offscreen rendering even without deleting objects is Faster than on screen. (on the ONE SCREEN project, framerate drops starting at 100 spawns)

    So bigger layouts with lot of objects offscreen will run faster than tiny ones with same amount inside the view.

    What do you think ?

    Post your PC Specs and results , would be interesting to see on other hardwares.

    Basically, C2 limitations on desktop games seems to be a "core" problem. (depending of what you target, its already pretty powerful.)

    Does scirra has an idea of how to raise up this object / animated stuff performances for C3 ?

    Anyway, awesome Software, glad to use it

    .

  • I see... thank you for clarifying this.

    I'll try that too !

    EDIT : yes that works ! simplier than function. But i learnt to use two things today, thank you both !

  • No, but this picture is the corrected code by phimaka, R0j0hound.

    before i had a "for loop" that should repeat 12 times to destroy each sprite on the full line. (cf my Capx upper)

    Basically it was the exact same code, except it was nested directly in the "if count = 12" condition. And C2 wouldn't seems to run it.

    Calling the function should be the "same" here, but it works

  • Thank you so much !!

    But it's kind of sad C2 doesn't handle this kind of nested conditions/loops all together.

    Anyway, i'll dig in functions usage