Anonnymitet's Recent Forum Activity

  • Tetriser Thank you

  • I usually give the tilable texture an instance variable like "movable" and when true and overlapping the moving solid objects then pin it to it. And do it with a trigger or only once so you don't keep pinning it every tick.

    Might be better ways to do it though.

    Btw, the game looks awesome

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  • My game 8Bit FIesta is on itch, desura and on steam but I think Steam is the only one of interest <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    http://steamcommunity.com/sharedfiles/f ... =406807319

    The game is greenlit and will be released soon.

    Btw, Hook is made in C2. It is on the toplist of Steam and app stores for all people saying that no C2 games makes any toplists <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    http://store.steampowered.com/app/367580/

  • tunepunk I will.

    And to clarify. The game I posted is compiled with the old cocoon cloud and not the new cocoon.io which seems to be much faster than the old one.

  • ldiebold Nice of you to share the solution

    Goood luck with your project!

  • People don't see the importance of optimising their code. It's easy to get things run smoothly on a PC, but every single % of CPU counts on Mobile. I was struggling with the same problem in my early stages of development, but as I learnt many tricks along the way my game now runs super smooth on mid range phones as well, even if my game is isometric multiplayer with Z ordering & collissions and tons of objecs on in the layout.

    Many people just assume that if the game works on your desktop it will work on their phone, and are blaming the wrapper for bad performance. Usually it's bad code and lack of optimisation.

    There are some tutorials and tips on the site on how to get your performance up, but i think the main issue is the lack of general knowledge on how the event system works that people just assume that it will work on phones as well.

    I think we would see a lot of more good C2 made games with good performance on various app stores if people knew what they were doing, instead of blaming wrappers/C2 and ditching their projects.

    Some more general "good practice" tutorials would be nice working with the event system, and understanding of how code actually works. It's easy to make things happen in C2, but it's hard to make them happen efficiently.

    I agree with this. Based on most complaints here the common problem seems to be physics. Almost everyone posting issues is using physics in the game so maybe physic based games are too demanding for low-mid level mobile devices atm.

    I haven't done mobile games in a while. But this is the first game I ever made in C2 and it ran pretty good on most devices then. Exported with the old cocoon cloud with the flashing splash screen <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> I have no idea on how it runs now so feel free to try it on an older device.

    https://play.google.com/store/apps/deta ... appz.dropz

    I am testing the new cocoon.io and comparing it to the XDK export right now to see how big of a problem the performance is.

  • 3 weeks of my life has been successfully wasted

    Not at all. This is a very good tool for those who are new to plugins.

    I must say that I'm impressed with your work. You're only 15 and is already making games and plugins. Wish I knew about programming and game making when I was 15

    Keep up the good work!

  • I like the art

    I tried the game but didn't really understand what to do. Then the game spawned more and more players so after a while I had an army of players to control on the screen

  • grigrizljac Store your keystore file on a usb or dropbox so you can access it from anywhere

  • I think it's a feather pencil not a sword. And maybe he draws in the air to summon stuff.

    Edit: Just saw that marcorocco explained the gif with the exact same explanation "Here's an attack demo where the user draws into the air and summons thoughts from his mind"

    Foreword:

    This guide only applies to Windows 32-bit exports (win32). I imagine a similar procedure would work for the other exporters, but I don't have a mac platform available, and I don't have time to go thru this on linux.

    64 bit exports are going to jank; there is no 'older' version for them since 64 bit support is a recent development.

    To summarize: we are going to replace the new, 'jerky' version of node-webkit (0.11.1) with the older, more stable version (0.10.5) that shipped with the last stable, r184. If you wish to reverse this change later on, just reinstall 'nodewebkit-for-c2.exe'.

    A.

    I've updated to r190+...and all my node-webkit exports jank!

    You need an earlier version of node-webkit. Get it here:

    http://dl.node-webkit.org/v0.10.5/node- ... n-ia32.zip

      1. Extract 'node-webkit-v0.10.5-win-ia32.zip'. Inside are 8 files and a sub-solder "locales". Copy everything EXCEPT "locales", 'credits.html', and 'nwsnapshot.exe'. You should be copying 6 files. 2. Go to 'C:\Program Files\NodeWebkitForC2\win32'. Should be 7 files there. Select all files EXCEPT 'dxwebsetup.exe'. Delete them, and paste in the 6 files copied from "node-webkit-v0.10.5-win-ia32". 3. You're done! Bring up C2 and export a project as node-webkit. Then, go to the win32 subfolder for your exported project, and launch the '.exe' file with your project's name. It should run smooth as silk.

      NOTE: To re-iterate: 64 bit exports are going to jank; there is no 'older' version for them since 64 bit support is a recent development.

    B.

    I want to upgrade to r190+ from r184...but I don't want my node-webkit exports to jank...

      1. We're going to skip re-downloading the older node-webkit files, since you already have them. Go to 'C:\Program Files\Construct 2\exporters\html5\node-webkit', select everything in the folder, and press copy. 2. Now, create a folder called "Node-Webkit for C2 - r184" somewhere else, and paste the copied files into it. 3. Take a deep breath. Then, install 'construct2-r190-setup.exe' and 'nodewebkit-for-c2.exe'. 4. Back to "Node-Webkit for C2 - r184". Go to the subfolder 'win32'. Now, select everything here EXCEPT subfolder "locales" and copy it. You should be copying 7 files. 5. Go to 'C:\Program Files\NodeWebkitForC2\win32'. There should be 7 files in it. Select them all, delete them, and paste in the files copied from the r184 folder. 6. You're done! Bring up C2 and export a project as node-webkit. Then, go to the win32 subfolder for your exported project, and launch the '.exe' file with your project's name. It should run smooth as silk.

      NOTE: To re-iterate: 64 bit exports are going to jank; there is no 'older' version for them since 64 bit support is a recent development.

    Hopes this helps some people out. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I believe I followed this tutorial and managed to get it to work on both 64bit versions and linux+mac <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Colludium Glad that you added joystick support. I wanted to try it out but i get error 404 when clicking on the image in your signature.

    First it worked but was the wrong version and after deleting the cache it just gives the regular dropbox error screen.

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Anonnymitet

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