lennaert's Recent Forum Activity

  • lennaert Both systems are Dual core, The XP system has better performance, with virtually same spec as the windows 7 PC...

    256 video ram is small agreed, My point is, it should be enough to run a game that would probably embarrass a 16 bit SNES, with it's massive 64 kB video RAM...

    A bad comparrison though, a ness was hardware based with the program ran directly from a chip.

    And it didnt had to mainain a system that requires a minimum of 1500mghz to decently run the operating system. (whereas XP only requires roughly 200mghz) Not to mention supporting the eyecandy in the backgorund.

    Also, the operating system needs to run the browser too.

    I think its far more likely that your windows 7 is not living up to your expectations, and you prefer to blame it on the perfromance of cs2.

    Perhaps check out the video requirements for windows 7.

    Grafisch DirectX 9-device with WDDM 1.0 or higher

    Something tells me your 256mb video card is not up to par ;) (or barely)

  • There is a quite a huge difference with "old" PCs ...

    You ran windows XP, what was it, a Pentium 4?

    Mind you, windows xp is well over 10 years old, and its publisher released 4 newer operating systems which was suposed to replace XP.

    Also, does your old video card support webgl ?

    256mb video memory is rather small.

    4 gig memory, in an old PC, all the same modules ? what speeds ?

    These differ greatly.

    Windows 7 has a LOT of eyecandy crap inside (taking up video performance)... perhaps disable all that before you run a game ;)

    I consider a relative old computer something from ike 2 or 3 years ago.

    By now that would at least be a dual core system.

  • The images are only really bloating your projects size. It doesnt directly affect your performance.   It does however, if its simply way too big and the device it runs on has small memory or a terrible (or none) memory manager.

    In my time with construct 2, the only real performance problems are programming approaches and flaws made by the developer.

    That board game of mine, 50mb, on my laptop it runs 50/60fps wwith only ~10% cpu usage :)

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  • It would still require you to set your polygons.

  • Picks

    An option in the debugger displaying an event number plus the results of he picked objects.

    This makes debugging the picking events a lot easier.

    Library

    Objects library.

    To support modularity, simply add a library.

    It could be something as smple as a dediated layout stuck inside construct 2 editor options.

    Objects in this library layout should be includable in all your projects.

    Once incluced, during export construct 2 simply grabs the resources from the library whch it needs for the program.

    once included, when you save it, it saves a version of that library object in your capx. When you open it, it will check if the library item has been changed, and if it is, gives you an option to update the object in the capx file, or add the old object from your capx as a a new entry to your library.

    SVN

    with the growing need for team work, and SVN perhaps being a bit out of the knowledge scope of the standard construct 2 developer, perhaps a simple integrated version.

    Upon saving, send signal with changes to other joined developers, giving them the option to update their project, or reject.

    It should be basic, changes available, apply or deny.

    Once denied, you are out of sync, and will not send updates to the other members until you applied the most recent update request.

    Scirra High score service for web, android, IOS

    Offer a monthly service to licensed developers for a small fee per month.

    For example: each game highscore system required for a game, would cost like 1$/month for licensed scirra developers. (or go nuts and offer 1 year for 10$)

    All it would require is some dedicated ajax function, the games' ID and a small table in a database.

    these were just some ideas I had going recently.

    I made a topic for the Picks one, but prolly wasnt relly clear.

    EDIT: thanks katala for the preview one :D

  • Generating revenue from banners isnt that great though, but it works.

    You will need an admob account in combination with mobup.

    In your mobup account you insert settings relating to IDs from admob and your games ID.

    Also, in mobup you can add other ID credentials from other banner suppliers. (for example, lifestreet media)

    You can see mobup as your banners references manager, in which you need to supply IDs to account from companies providing banners where you signed up for.

    Sign up to mobup, and check the networks sections, there you can see a large list of potential banner suppliers for which you can sign up.

    There are lots of other banner choices.

    But the cocoonjs/mobup/admob is by far best documented with relative ease of implementation .....

  • Select a couple images, rightclick one of them: Align

  • shinkan, thats pretty smart, great demo :)

  • shinkan

    wow 16 directions xD

    18 animations ????

    I just saw one with the walking.

    I downloaded it and tried :) looks sweet hehe, didnt run into any enemies though, collected a bunch of boxes.

    I tried glancing in your soldiers sprite, but it also has the game inside ;)

  • I put all my animations to a individual characters in 1 sprite. (logical really) Cos when I name that character, i can reference it by it during my program, and you can reference individual animations within that sprite.

    Simply add all animations relating to 1 units in 1 sprite.

    I would makke a sepperate layout (somthing like objects layout), and place the units on there.

    And spawn/create them on the needed layouts.

    Some notes:

    Isometric is a tough cookie when it comes to decent imagery supporting 8 directional movement with animations, file size wise that is.

    I have lots of animations, 8 directions, 8 frames per animation.

    So each animation, for any single one character is at least 64 images.

    In my current project: boad game, I have 7 characters, each character has 5 animations (idle, walk, attack, being hit, and death)

    The images used are relatively small as I cropped the white space. (approx 120x150)

    All in all, these 7 characters, 5 animations each, 8 angles, 8 frame per animation, already take up roughly ~50mb

  • You will need at least a construct 2 personal license if you plan on doing commecrial activity. (selling products)

    Construct 2 personal license: ~132 $ / one time

    google play store: license 25 $ / one time

    IOS app store, license 99$ / year

    Ludei commercial support:   free (at least when I signed up for that)

    :)

  • Im getting the idea a certain ajax call times out as soon as your internet connection is gving the scirra site's ajax call even the slightest delay.

    I get this most frequently when dowloading a lot.

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lennaert

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