TheRealDannyyy's Recent Forum Activity

  • Colludium Tinimations

    Sorry, my following question might sound stupid:

    Is it required to make these changes to each one of my movement based events, to get my games to work fine on high HZ monitors?

    I honestly thought that things like these would be handled by the engine itself and not by the user, if that's the case.

  • I found this online.

    https://github.com/andrew/node-xbox-controller

    Ashley would that make vibration possible at least for nw.js ?

    I had some interesting gameplay ideas with gamepad rumble for my current project.

    EpicPixel has a found a good resource I guess?

    Any JS experts that could implement this?

  • My suggestion would be a simple addition to the gamepad plugin: Vibration

    Actions:

    • Vibrate Controller (Params: Vibrate Both / Left / Right; Intensity; Time of Vibration, Type: Default, Fade Out, Fade In)
    • Force Stop Vibration

    Conditions:

    • Is Vibrating?
    • >On Vibration Start
    • >On Vibration End

    Expressions:

    • Current State Of Vibration (0-1, returns the current time that the vibration is in. [0=start|1=finished])

    It would be nice if you could include this into the actual gamepad plugin and rename it to e.g. "Gamepad +".

    I'm fine if it only works with NW.js export, since desktop games are mostly played with a gamepad only.

    I'm totally willing to pay money for this, so if you or any other JS Dev wants to earn a couple of bucks,

    now would be the perfect time for that! (Suggested Price: 5-10€)

    I think this topic should remain open. From time-to-time we can receive updates on how the development is going, etc..

    Surething, I never said or wanted this topic to be closed at any time.

    I just find it annoying when people start beating a dead horse by suggesting the same things over and over again.

    It's ok to discuss about stuff like new eventing system ideas or possible competitors and so on.

    I just don't like it when already confirmed/denied things get posted, mostly totally out of context.

    If someone wants to re-post the same things just do it, I won't stop anyone from doing it.

    It's just my opinion about things like these.

    ---------------------

    ... But a 2.5D or isometric view would be nice

    Wouldn't that technically still require some sort of 2.5D/3D object + environment?

    I mean you can currently do "fake" 2.5D games by using modified 2D sprites, I think I saw some developers doing that on the forums.

    I've never really touched isometric art or game development though, so I don't really know how it could be implemented into the engine.

    Come on people - please keep it civil.

    Once a thread starts to be too personal, than it will be locked.

    Please be polite when posting.

    Well I generally don't call specific people out when making assumptions, like the one I did before with certain people being lazy or something like that.

    Anyway, I apologize if someone got "triggered" by the statement and felt like it was an attack on him/her.

    Maybe you were just too lazy to read my earlier reply to this topic. I said something about C3 having 3D is like a new challenge & I am kind of worried about the big change...

    That was for the people asking the stuff before you, I thought I made it clear enough by separating each part.

    I did edit my old post and made it clear enough now I hope.

    This thread is pretty much done anyway, we got a response about C3's development and that was everything we asked for.

    At this point it's just people occasionally asking for 3D or Native Export support.

    Construct 2 is a very catchy name, Scirra made a good pick on that. It's like to Construct a "2D" game.

    Like Unity, they have Unity3D to make 3D games.

    Construct 3 as a 2D game engine, It's honestly confusing for people who don't have an idea... Just saying.

    Though, it's a good marketing tactic XD.

    I also make "5D" games with Unity 5 right now.

    Well I doubt that it was planned marketing though, it's just people thinking too deep about something specific.

    ---------------------------------------------------

    Ashley did his part and told the people at least 100 times already, that C3 will not support 3D game development but the people are just too lazy to read I'd guess or simply don't want to accept it.

    (Including all of his responses towards "3D support" suggestions.)

  • I have a game with relative sprite placement up on the Google Play Store, you can find the plug for that below.

    It generally depends on the type of game that you are developing. My game is using the dimensions: 640, 960 (Scale Outer).

    In my experience with relative screen-scaling, simple games like puzzle games for example require scale outer,

    since scale inner often tends to cut off sprites on weird screen sizes.

    If you plan to do a plattformer for example, scale outer wouldn't be the best solution since it shows more window content.

    What this basically means for your audience, if you plan to use scale inner mode:

    Bigger screens (more content shown) = Advantage | Smaller screens (less content shown) = Disadvantage.

    You have tons of options to relatively design games, you could use:

    • Anchor behaviors
    • Startup viewport placement
    • Cut off images with not so important content

    I use a combination of everything inside my game, it might not be easy at first glance but once you've figured it out, it's fine.

    Letterbox scaling isn't bad either, I'd generally recommend it for desktop (NW.js or non-mobile browser) based games only

    but well, it saves a lot of work if you decide to use it. I hope I could help you out, you should wait for more opinions though.

  • TheRealDannyyy Yeah... I just confirmed this memory problem for myself again when I prepared the steam demo yesterday. I cut away roughly 600mb of data from the game, and the game now takes 1gb less ram at any given time... I can't fathom this, Construct is such a good and user friendly tool, but it fails on so many of the very basic technical things. I will never stop being baffled by how chromium/construct deals with this.

    Well we can't just sit around and post this over and over again, I'll ask some of my friends that have experience with JS and all the programming stuff to look into this.

    Although I highly doubt that they will be able to find any way to add this into the engine.

    If they manage to get something done, I'll PM you the details but please don't wait and don't expect too much.

  • It's all nice and cool to receive informing replies from the developer

    but are we going to see some actions soon or can we start forgetting about this topic now?

    That's usually how it goes right or am I wrong?

    (Start topic > Receive unsatisfying reply > Topic gets old with no interactions > New topic complaining about the same problem gets created and so on...)

    I feel like this whole discussion is going back to old'n famous "Unload memory" suggestion, which you can pretty much find every month, suggested by different people that are affected by these memory issues. Seeing topics like these fairly often on the forums, is starting to scare me a bit. I'm currently in the middle of a large game, that gets even larger day by day and honestly so far I'm not affected by it so I don't really mind the most of the complaints about memory management.

    I don't want to witchhunt but this is slowly getting into EA like levels of support, were we get responses like "That is going to happen soon; We'll be working on it in the future" with next to nothing important being done. I hope you guys understand my concerns and don't start bashing me for complaining about Ashley and his product.

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  • Changing layout has nothing to do with multiplayer. If the host changes layout it needs to send a message to all peers to tell them to change too (otherwise they will sit on the same layout), and after they receive the message and switch layouts themselves, they will receive new data about object positions asynchronously.

    That is what I was asking for, thanks for the quick response Ashley!

    (Sorry skymen for going a little off-topic in here.)

  • If you just jump to a loading screen then jump to a big layout, the loading screen should already be displayed for the duration of loading. I didn't think layouts took that long to load anyway - surely it's only a couple of seconds even for a lot of content? Also loading is a pretty intensive and janky process which will tend to freeze whichever way we do it, so it will still hammer the FPS if it's showing progress. ...

    Ashley I have a short question about this, does the loading affect the multiplayer plugin in any way?

    I mean if you for example have 2 connected peers "loading" into a new layout with one running on a slow, potato like PC and the other one loading it way faster.

    I'd imagine that it won't but the slow PC would start to sync up information as soon as the layout loaded, so with a delay I guess?

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TheRealDannyyy

Member since 30 Sep, 2014

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