Aurel's Recent Forum Activity

  • mattb

    Loving the grappling hook physic here, looks super fun!

  • 7Ck Thanks!

    Vintehin Thanks a lot for playing! The game has now been updated with more content / missions if you want more of it!

    BONUS MISSIONS UPDATE VIDEO >

    Subscribe to Construct videos now

    lolpaca Very glad you like it <3 !

    imothep85 I'll answer in English so everyone can understand. Steam doesn't allow devs to share numbers. That said, no, it isn't a hit or even a small success for now, not even close. Early access games don't sell much if there is no zombies or craft in it.

    After a 2 years development and a small advance on revenues to finish the game I still have to give back, I'm far to have made any money with it.

    For now, I'm just super happy with the feedback and that's the most important to me. No bitter feeling of any kind, I'm really super happy right now : )

    Ashley Tom > If you guys launch the last version of the game, you'll now notice a "made with C2" logo at start ; )

    ----------- v dum dum dum, BREAKING NEWS! v ------------

    Also, the game will be out in a [BOXED VERSION] (< remember those?) at the end of the month thanks to indiebox.com. The game will come will full manual in color, OST on CD, goodies, etc...

    http://theindiebox.com/Penelope/?utm_co ... ign=buffer

    It took me quite some time to find someone being ok to do this, so I couldn't be more excited by this : )

    Do someone has any info on this?

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  • Aurel have you ever noticed this problem? Or is your game simply optimized so well that it runs well even with this terrible performance?

    Penelope runs ok even on poor hardware now, but I had to add a "low" setting in the graphic options.

    Shaders and most of effects are disabled if checked.

    After this step, if the computer is real, real crap, like a 12 years old laptop, a "LOW FPS STOP PLAYING DO SOMETHING" is displayed in the middle of the screen. Not elegant, but better than the game not checking the collisions correctly.

    (And no one told me he ever saw this screen for now)

    The weird thing is I'm using very large images AND rotate the screen when the ship turns, so we should get the same problems.

    Should it be useful, here are my project settings ("fullscreen scaling" being changed to low for gameplay, and high for cutscenes/title screen)

  • I'm super sad for you, man.

    I really hope you'll find something. Please keep us posted!

  • Silly question I know, but I have to ask: are you disabling all the effects - particles, sine, objects creation etc... when not off screen?

    I guess you already are.

    Also, you are using a lerp for the camera rotation, right? What happens if you do a quick test with a basic rotation instead, are the janks noticable ?

  • I'm still very very satisfied by how well a C2 game can run, even on old hardware.

    My game runs very smoothly even on crappy laptops now, I'm impressed.

    You definitely can push hard on C2, and have tons of ressources with no problem. It does a superb job at managing/optimizing the memory for you.

    As jobel mentioned it, I had some problems with people wanting to stream some Penelope footage.

    Half of these problems were only because of me (you would want to have a look at "delta time" management way more closely than I did) as I didn't test enough my game in extreme conditions (under 15fps or at more than 100fps on top end monitors).

    The other half is how the frameskip is handled in C2. 40fps doesn't look like 40fps but sometimes feel more like 20, and when people stream the game in bad conditions (play+local record+ online stream on poor setup) it shoes. For normal use, aka only play the game at 60fps on many many machines, you can be sure it will compare very well with games made using Unity or GM. Again, even 2 years later, I'm still happily surprised by the C2 perfs.

    Honestly, if you're not interested in consoles (<be really sure of this, all consoles), I don't see why you shouldn't pick C2 for your game. No engine is perfect, and this one is very good, very fast, very cheap and have a GUI designed by a brilliant mind. Wish you the best with your game!

    Thanks a lot! Hopefully it won't be too long : )

  • No problem with the save system for me, but I had to add the "no save" behaviour on most objects to be sure it wasn"t freezing the game. Are you using it yourself? It helps a lot and can be added on whole families.

    SgtConti Alright, thanks! So... stuck again : )

    Ashley I guess you're pretty busy, but could you have a bit of time to have a look at this? I guess it comes from Greenworks, but could there a chance to do something on the C2 side?

    I would love to know too, I get a black screen at launch with NW 0.12 alpha 3, and I wonder if this could come from the Greenworks plug-in : )

    (Please note I don't have this black screen at start if I try to export a Greenworks-free project.)

    Anyone tried and succeeded?

  • Aurel - are you using the latest C2 beta? We fixed an issue with Mac NW.js exports since the last stable.

    Ashley Thanks for telling me!

    No, by safety, I still was on r186.2 + nw10.5. I only tried the new C2 builds for pleasure (and they were very very good!)

    I just installed r197 and I'm now trying to export using nw.js 0.12 alpha3 to see if this fix the Mac problem. All I get is a black screen at launch on PC, but I guess having 2 Construct and 2 different Greenworks versions doesn't help... I guess it's time for clean up AND for the leap of faith! I'll keep you posted here.

    EDIT one hour later: nope, even with a clean install, NW.js export works very well with no janks with a Greenworks-free project, but only display a blackscreen with a project featuring the Greenworks plug-in.

    Oh, Also, like Prominent , i would be very interested in knowing if the lastest NW.js change something on the Linux front : )

    It may seems less important than PC/Mac, but a lot of publishers/partners set it mandatory now.

    Very glad to know, thanks!

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Aurel

Member since 4 Oct, 2013

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