Rory's Recent Forum Activity

  • >

    >

    > More information:

    > itch.io/t/578210/help-wanted-storyarcana-wizard-school-rpg

    Looks great. :)

    Thanks!

  • Thank you for taking the time to look in more detail Ashley.

    I understand that, it's very logical, it's most likely not the physics behavior then, but at the same time, I can assure you all I'm doing is loading the same project into two different versions without making any changes to the code. I'm current talking to Tom in an email conversation, so ill liasse with Tom/Support to get a copy to somebody on your team to try it out, and I'll make a bug report with the details.

    I have found a weird work around that if I change the speed of physics calculations to match the fps of the game, it works normally, but that single event uses up some amount of CPU.

  • It's going to take a lot of work to do that because I had to strip down my project to just the cursor/revolute joint part which took me hours on a large project once for the r166+ demo, and then I stopped for the r165 and below version because I have to restrip it down from a unbugged copy again, to post this incase a staff is able to indentify the bug without me doing it.

    I was hoping atleast. I will do it if I have to. I do think they might fix it before a stable version if they are aware of it so I can move to the next stable version smoothly!

  • So the project works fine in r164, you open it in r166, change nothing, just save in new version and it stops working? Then you edit savedWithRelease tag in c3proj file back to r164, open in r164 and it doesn't work correctly?

    Yes, it works fine in r164 or below, and then load it into r166 and above and it stops working correctly, save it, and I edit the savedwithrelease tag back to r164 and it doesn't work correctly.

    Have you tried also changing Physics behavior version to r164.3 in the same file? (I don't know if this field if actually used)

    Yeah, tried this

    By the way, why r166? The latest beta is r170.2

    Problem starts from r166 and above, it's the same way for r170, not tested with r170.2

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  • If anyone in the dev team is able to respond on this, it would be great.

    It hasn't made it's way into a stable build yet, so I'm not sure if I should be worried. But after loading my project into r166, physics has been acting weirdly. Specifically, revolute joints. I use it to make a chain in my game that moves with the mouse, but as of r166 it's just been pieces of the joints flying all over the screen.

    I've looked through all the changelogs and found nothing. In addition to that, after loading the game into r166 and saving, and then reverting the version back to r164.3, the bug persists. So I'm thinking perhaps it's a change in the physics engine that's been bundled with the game?

    I've tested this on a light weight version of my game's feature as well.

  • Are the deprecated function feature going to be kept in for the long term?

    I still have some use for them because they can be called by name so it makes it very useful for running commands from text and I want to use them as functions you can call from JSON scripts, dialogues are slow paced so I don't mind the performance impact.

    I'm wondering if this will be a problem in the extreme long term, as this is a project that I'll have to be working on for atleast a few years

  • Would really love it to work more seamlessly, I tried it once on iOS12 and never tried again because of all the issues

  • I wouldn't mind taking a look at it if you want don't mind sending the capx but if not I can only suggest maybe change the max texture size in project settings?

    Btw, I played it and I thought I was going to try one level but ended up finishing it chickka rakka chikka boom

  • Pirate Physics is a poor man's wacky fun fun time for you and your sibling!

    Choose from one of two major classes in the game, and your annoying little brother gets the other one. Be a Pirate and let that scum be the marine. No siblings? play it with the missus, play with with your dad, Pirate Physics is so simple, even grandma can get in on the action.

    https://rory.itch.io/pirate-physics

  • A solution for downloading levels, I think you can try using AJAX to pull a JSON/XML file that contains all the available levels/mini-games, and then the positions of sprites etc. are stored in a JSON file, which the client reads and recreates.

    Problem is, you can't download event sheet that way as far as I know, so all the event sheets would have to exist in the mobile game client that you put out. If you actually keep each minigame exported as HTML5 games on a webserver and then just display that wrapped in the game client, it may be easier.

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Rory

Member since 19 Jul, 2012

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