Aphrodite's Recent Forum Activity

  • weirdly enough it works fine here (opera mobile for android) so I have no idea what could be causing the issue on your hand. What browser(s) are you testing this on?

  • I have put up a video on how to select the path of the C2 executable, perhaps that can help (My C2 isn't on C either)

    https://youtu.be/AS_z31Kl0dc

    Even though AFAIK this setting won't affect how the plugin manager works, it can still install the files in your appdata folder.

  • The webstorage actually uses local storage and session storage, check the deprecated plugins.

    I agree this "local storage" name thingy became even more confusing than it was in the past.

    the current "local storage" plugin uses the indexedDB IIRC, seriously, can't they have chosen a more convenient naming convention?

  • I just tried it with a 20000x2000 window size, it launches but not at the good resolution (aka not 20000x2000), further testing might be needed to see if the game is playable in that state.

    That was actually a good question as I know some applications won't launch at a lower resolution.

  • the collision points of the animation ID FALL at the bottom weren't exactly at 26, I set them exactly and the stutter is gone, I still recommand to use a dummy rectangle object for the collisions and to pin the player animations on it to prevent those kind of issues, still searching for the stutter on the edge

    EDIT: I think it, once again, has to do with collisions, ID FALL is a little larger to the left, so when the player is not on the floor, it trigger the falling animation, but then the hitbox is larger, so it triggers back on the floor, and so on, again, this kind of issues could be avoided using a rectangular, invisible, fixed size object that has the behavior platform and pinning the player sprite animations on it.

  • Pehesse I don't know, and to be honest I like the game enough to not wanting to uninstall it and risking losing all my progress ^^, it's a great game IMO (even though the loading times are quite long but that is my setup I believe), it is not that big of a game so I can keep it to C for now ^^

  • I think the first part can be potentially achieve with the set canvas size action (which changes I think the window size property) combined with low quality fullscreen but I am not sure, will have to do some testing.

  • a data URI is a sort of URI that contains by itself all of the infos, without needing an internet connexion (It is like having your picture in a url format), but I'll test that real quick

    EDIT:Just tested it offline in a webbrowser, it works

  • I just tried the steam version but it would not launch unless I installed it to the C drive, perhaps you know something about that?

    I played a little of the web version and it seems pretty nice.

    EDIT: got this in the debug.log on the D drive

    [1119/094107:ERROR:registration_protocol_win.cc(53)] CreateFile: Le fichier spécifié est introuvable. (0x2)

    [1119/094150:ERROR:registration_protocol_win.cc(53)] CreateFile: Le fichier spécifié est introuvable. (0x2)

  • I don't see that in the preference dialog, I saw one of your games (Honey rose, did not tried it yet) and I must say it seems quite impressive, so that option is to remove it is legit.

    +1 for me (and even more so when we know that the current practice is to have a dump layout where we put everything that will never be loaded)

  • it is a known issue, full topic here: , I recommend in the mean time to use a windowed screen capture software (bandicam always did a nice job in windowed mode), I agree it is annoying though

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  • To be fair I didn't expect it to be fixed, but wanted to have a trace of it somewhere (and the workaround that will let you have the fallback of the canvas without this issue) as it affects pretty much all non NW.Js C2 games.

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Aphrodite

Member since 20 Dec, 2011

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