Colonel Justice's Recent Forum Activity

  • Hi there,

    having some trouble with the node-webkit.

    I�m trying to write a file that has line breaks, so my target file is NodeWebkit.AppFolder&"test.txt"

    and my text says

    "randomness"&newline&"test"

    File gets created but reads randomnesstest instead of

    randomness

    test

    Is this some codepage issue or do I have to trick the webkit do let me have that line break? After building, I ran the win32 app.

    Cheers

    The Colonel

  • Hi,

    I�m trying to recreate my dynamic lighting bump map tech.

    See concept here.

    My (faulty) approach in C2 sofar:

    The diffuse texture and light sprite are on layer "Floor", sprite on top of the texture. Below that is the layer "Bump", which holds the normal map texture.

    Layer "Floor" blend mode: source atop

    Light Sprite blend mode: destination out

    This is nicely cutting through, revealing the underlying normal map through the sprite.

    However, when I apply any shader to the light sprite (bumpmapping for instance), it won�t render properly.

    Maybe I am misinterpeting the blend mode render targets, or the stacking of such with effects?

  • Purchased a personal license.

    Wish me luck ;)

    Anyway, big thumbs up for Scirra and this awesome and supportive community!

  • Alrighty, sounds good so far.

    Some additional stuff: Does the node webkit support real full screen? (full screen, not maximized window).

    Look & feel - wise, how will the node webkit export be presented. As there is no executable, how is the data compiled / stored upon export?

  • Hi boys & girls,

    after some sandboxing with Construct 2, I�m seriously thinking in porting my CC project to C2.

    To that end, I got several questions to the more experienced C2ers.

    -Node Webkit, how good is it? My main target platform still is the non-Win8 desktop. I have to handle a whole bunch of external files, mainly gfx and some data stored in ini-files and hashtables. I still would prefer to address them and be able to load them at runtime. The node webkit object should allow me to do that, and of course I need to load local resource gfx for sprites, tiled bg, etc.

    -WebGl vs. PS 2.0 Dx9 - How versatile are the shaders? Anybody has some experience with perfomance letdowns or improvements?

    -Plugins - There�s a lot already, I�d need some sort of hashtable as mentioned above, line of sight and - there comes the big one - a capable audio engine like the xaudio from CC to handle channels / positioned sounds / music.

    -Overall perfomance - I need to handle alot of objects, 80% is scenery stuff that doesn�t have to many events going at runtime, but 50 enemies + player + some serious bullet stuff should be doable at 60 FPS v-synced. Of course this is too vague, but is it generally possible at at a 720p resolution?

    Finally I am growing tired of the workflow hinderings that one encounters with CC and, if C2 is suitable, a switch would prevent a desaster for the dev process.

    If C2 can pull it off, I promise you a superb title that will of course skyrocket C2�s already flawless reputation ;)

    Thanks

    The Colonel

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  • That highly depends on what you want to achieve.

    If your project is not going to be gfx-heavy I highly suggest to store the graphics in the cap.

    If gfx-heavy and mostly sprites are used, I would store the images outside the cap and load them at runtime into the blank sprite images.

    Animating a sprite while constantly loading the pictures from harddisk is bad, though, so you have to load them at once at app-start /layout start or change.

    After all storing gfx externally leads to more flexibility, but you may stumble accross problems with e.g. image points coordinates in terms of setting them anew.

  • Oh man, this is helping alot.

    I was wondering if there is any compendium of the Construct syntax as I stumbe across new expressions on a somewhat regular basis?

    Cheers

    The Colonel

  • 1) Ok.

    2) Was a reference to Urled?s post of Hotline Hawaii. SMASHTV is awesome.

    3) Construct Classic here, no Construct 2

    4) Ah the SNES memories, yep, this was great too. Actually it?s all about the classic feeling, that "it went all good half an hour but now I`m screwed and have to start over, but I don?t mind the frustration because this game is just the SH*T!!!11" thing.

    5) I was with MMF2 quite a while, and I maybe hopped from that train too early since they developed some real good stuff in the meantime (I mean come on, Zlib streaming what the hell?). Event editor starts to be a real pain once you have 2000+ events going on there (can?t have event sheets subbed in another, just through behaviors of objects or global events), but maybe it`s better with the most recent build.

    In principle Classic?s GUI is very much inspired by MMFs, so the jump would not be too far. Direct3d support of MMF is far inferior to CCs you cannot work too well with it.

    Performance of compiled builds also go to CCs favor, BUT... and that?s the real show stopper, MMF2 is far more stable, you can rely on your picture editor not messing around and the GUI just plain works. It also wins the preview category, builds up way faster.

    And as mentioned in 3), the whole thing is on Construct Classic right now. Am I in the wrong forum?

    ... you didn?t post this without any reason, did you? ;)

  • Hi there,

    finally I came to the conclusion that some help might be appropriate.

    I am not saying that I can?t do everything on my own, but *cough cough*, well yeah, lack of time ;)

    Schade-Studios' task is fairly simple: Create the most ass-kicking classic 2D topdown-shooter ever known to man - and yes, I mean better than Hotline Miami. We will not step down until it is achieved.

    It all started way back in 2002, when I dug up an old dusty copy of The Games Factory and tried my luck at some game making. Some time after the whole thing switched to Multimedia Fusion, then to Multimedia Fusion 2, has been rebuilt from scratch several times, is now on Construct and wants to get finished there.

    ---I cut some yakety-smakety nobody probably will care about from the original post and get right to the gravey.

    What is this about?

    -6 characters to choose from

    -Zombies

    -Mutants

    -Foul wizardry

    -Shotguns, crossbows, scythes and plasma cannons

    -Character development

    -Loot

    -Loot

    -Loot

    -Zombies

    -Mayhem

    -???

    -Profit

    Some glimpse:

    Subscribe to Construct videos now

    and

    Subscribe to Construct videos now

    Well, it looks different (hopefully better) already. I`ll come around with a build for those who show some real interest in teaming up.

    What needs to be done?

    There?s several tasks at hand:

    Somebody that takes care of the level editor.

    -Editor needs an appropriate GUI that works well, enables fluid and fast creation of maps (later will ship with the game for custom level creation)

    -Map functions must be fully integrated in the editor, that means if at some point we decide e.g. that movable laser traps are certainly a good idea, they must be built in the editor, meaning that new assets should be no hassle to be implemented.

    -The editor guy will work closely with the engine guy (probably me) and understand what can be done and what cannot.

    Somebody for teh internets.

    -That?s somebody that is willing to maintain a website + small forum and/or blog, as well as spreading the word out on suitable platforms (indiedb, indiegames, you name 'em)

    And that network guy

    -that will somehow master lag compensation, and incoorperate online play, mainly 4 player fast-paced coop monster bashing. Online-Framework must handle the stuff that is going on on the level, keep track of player position and stats, same goes for enemies and them bullets flying all around. That teamwork wonder that CC is, I still wonder how this one can be pulled off. Well, if you are that guy, you will probably know it.

    That?s it for now. I think the vision is quite bulletproof, and I have the profound feeling that it will get some recognition if decently done, but it?s still quite some way.

    If you decide to hop onboard, and we release it, there will be a fair split of profit. Yes, right after the aim of fame comes fortune, so... ;)

    Any details on the project will be spilled through PM.

  • Furthermore, GWEN doesn`t seem to accept scroll rate of 0%. This is somewhat crucial when you use it as an Editor GUI and want to scroll over your level editor with the GUI following you. Any advise how to fix that would be highly appreciated. Otherwise I am forced to code my editor in something else.

  • If it`s Get Triggerer then it unfortunately doesn`t return the selected entry, only the name of the list box. From there on, I don`t know what to do.

Colonel Justice's avatar

Colonel Justice

Member since 16 Mar, 2011

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