Nabu's Recent Forum Activity

  • ,

    Thanks for your feedback !

    I'll try something with the tone difference to make the background/top more readable, good idea !

    About the shadow casting I let things as they were because it brings some movement in the scene, but it's strange you're right. A fixed shadow would be better.

    I did limit on head rotation cause I found it funnny, but will resolve it in further update. And the character rotation will be tested but it has to be not immediate for the positioning ingame keeps to be a tactical challenge.

    I'm ok with the character graphic style for now, as it's very low resolution and doesn't have to be realistic, and also I'm not a professional pixel artist, not at all ^^. But the link you gave is very useful, thanks.

    And what is the white bar you're talking about ? Do you mean the application window top bar ? In the game menu, you have an icon of a gear that leads to options and a fullscreen button.

  • , thanks ! Did you try the demo ? How did find the trailer ?

    I can't find a way to mention your pseudo...

  • Hello everyone,

    I'm glad to present Ultimate Barbarian !

    Features :

    It's a 2D action game with RPG and Roguelike elements. You are a barbarian following a mighty quest in a classical heroic fantasy world. The gameplay in mainly based on bloody melee battles with a high difficulty and high rewards. There are many taverns across the world map, filled with drunken barbarians, sellswords and poor people looking for help. You can train yourself in arenas to prepare for the greater battles, do some quests to gain gold and magic items.

    Current state :

    The game is available in early access, but we're currently on update 7 and it's fully playable. The three main updates to the final version will add contents like items, weapons, environments and whatever come from the players suggestions.

    https://nabu.itch.io/ultimate-barbarian

    https://gamejolt.com/games/UltimateBarbarian/231622

  • Ok. So I've read topics about Chrome performance and vsync. My knowledge is not sufficient enough to fully understand all of it. But I came across this thread : .

    And found this, said by Solomon : "If windows 7 u need to turn on AERO for the vsync to kick in when in desktop."

    After switching from Classic Windows theme to one of the Aero theme, everything runs smooth.

    I'm a bit surprised though. I've spend many hours trying to find the source of the stutters. Sorry for the previous topic Ashley, I didn't know where to search.

  • If you run it with Chrome, do you notice something in the performance debugger ?

    Maybe it's system specific, but Chrome and graphic drivers are up to date.

  • Problem Description

    There's a lag that occurs approximately every second.

    Attach a Capx

    https://www.dropbox.com/s/qf87ag97hxf1k ... .capx?dl=0

    Description of Capx

    Just a player sprite with 8 Direction and a tilemap with Solid behavior.

    Steps to Reproduce Bug

    Walk around the layout, especially in orthogonal direction because that seems to make the stutter more visible.

    Observed Result

    Regular stutter. In big project it is associated with calls to "Recalculate Style" and "Layout" in the chrome performance debugger. In this project, is it less visible but there are regular frames at 19ms. There are also regular calls to something called "reloadpoll" that appears under network in chrome debugger.

    Expected Result

    The project is expected to run smoothly

    Affected Browsers

    • Chrome: (YES)

    Operating System and Service Pack

    Windows 7 sp1

    Construct 2 Version ID

    r254

  • Ashley,

    I can send you a simplified project via MP, but cannot post here because it's a big project that I can't share with everyone. I provided a screenshot because that's all I have recorded as an evidence of something wrong. Can I send you my project ?

  • Ashley,

    I did many tests to find what cause this on my project and found nothing. I can make a simplified version and send it via MP.

  • That's probably because the enemies are moved with the Pathfinding Behavior directly while having 8 Direction activated. When they collide, the Solid Behavior set their position so that they don't overlap. This may cause the "teleport" problem. You should use the 8 Direction to move the enemies along the Pathfinding nodes (with an instance variable to to keep track of current node).

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  • Wo, thanks. I don't have children. May I keep the blessing part for me and get the rest in cash ?

  • I just edited the link.

  • Hello, heres a small example : https://www.dropbox.com/s/xgdj8i1s985op ... .capx?dl=0

    You can surely do the same differently. It shows three way of moving, 8 Direction, Bullet and Pathfinding

    Edited : link updated.

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Nabu

Member since 14 Feb, 2015

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