Burvey's Forum Posts

  • The first thing I would do is disable the layout scaling and run the game to see if it fixes it or not and then you can go from there.

  • Is it a sprite or tilemap object? Are you scaling it at all? Is the image size in the editor the same as the size in the layout?

  • Yes, I understand that preview and export use separate storage so that's not the issue. I am using an older version of nw.js because it was causing other issues with other games when I updated last time, so I rolled back. Maybe that has something to do with it. I will see if I can update to the latest version on another computer and test it there. Thank you for your help.

  • Thank you everyone for the input. Learned something new which is always a good thing! I think switching each slide to it's own layout would be the easiest way to go in this instance for sure.

  • It's just about impossible to protect the images. All anyone has to do is play the game, record it, then use a video editor to grab frame by frame images. A little editing and they have every sprite in the game including the animations. Someone with very little skill could do that. If someone were to have more skill they could use other more complicated ripping methods. Think about this, Nintendo and the other big game companies have multi million dollar budgets to put towards protecting their assets, yet you can do a google image search for just about any game ever made and find full game sprite sheets for them.

    The code is a little harder to steal after you minify and make an exe file, however programs like C2 make the coding so easy that with a little time and effort just about anyone can make a clone of a games mechanics. As an example, there were about 10,000 flappy bird clones out the day after it became famous (I'm exaggerating but you get the point). Same with match 3 puzzle games etc... Heck there's an entire genre of games called metroidvania based on clones of metroid and castlevania.

    In my opinion, just do everything you can to make it HARDER for the assets to be stolen (minify, encrypt, make exe) and if you have issues then get a good lawyer.

  • Thank you for your reply. That was the idea I had when I put the slideshow together that way in the first place so I'm glad to hear it. I think I will end up keeping it as is for now. If any issues come up, which I don't expect, I'll probably end up just using a better method rather then running the slides as a single animation.

  • Yes, you're absolutely correct about it being terrible for memory. I was hoping there might be some advantage of doing one way over another though. I know a couple techniques to get the memory numbers down by about 85-90% or so but I don't think it would be worth the time for something like a 1 minute slideshow that will only ever be played on a PC anyways. Thank you for your reply, I appreciate it.

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  • All you need to do is make a mistake on one event that creates an object, forget to add trigger once while true or accidentally put it in a loop and within a few minutes you have a million objects that look like just one if you're not in the debugger. (That's just an example, it's likely not your issue, but I'm just trying to say that one little mistake can lead to big problems.)

  • Can you make some kind of timer so that when the player holds down the button, the bullet doesn't fire until after the bullet that is fired from the initial click is shot?

  • It's actually much more involved then that. It is possible to do, but it will take a lot of work and you would have to know exactly what you are doing.

  • It sure sounds like a memory issue to me. Have you tried checking task manager as the game runs? There is probably something in your events that you haven't caught in the debugger yet. It's near impossible to tell without a capx though.

  • I've upldaded a new video featuring the games title screen. Included is a short synopsis of the games story as well as a sneak peak of one of the games magnificent original sound tracks!

    Watch the video!

  • Problem Description

    The system save and load function work in the C2 preview mode (nw.js) but does not work after exporting to nw.js

    Attach a Capx

    https://www.dropbox.com/s/r044qtsd6547p ... .capx?dl=0

    Description of Capx

    Press the space bar to simulate going to the next level, then save and load the game.

    Steps to Reproduce Bug

    Run in nw.js preview mode. Press the space bar a few times to simulate going to the next level. Press save. Close the game, reopen and press load. The game will save and load as expected.

    Export the project to nw.js. Press the space bar a few times to simulate going to the next level. Press save. Close the game, reopen and press load. The game save will not work. (I tested both win32 and win64 versions with the same result.)

    Observed Result

    Game does not save after exporting to nw.js

    Expected Result

    The game should save and load after export the same way it does in the C2 nw.js preview.

    Affected Browsers

    nw.js

    Operating System and Service Pack

    Windows 10.014393 Build 14393

    Construct 2 Version ID

    r241

  • I noticed that the website is automatically scaling up the image size in my signature which makes it look blurry. Is there a way to get the image to load at the correct (smaller) size? I tried adding BBCode to resize it but it looks as if that feature is disabled on these forums.

  • I have a slideshow that I am displaying. It is made up of 9 sprites about 1200x700 in size. Currently what I'm doing is creating the first sprite which has a fade behavior attached to it. The images don't actually fade, they simply are destroyed after the behaviors wait time ends. When the first sprite is destroyed the second sprite is created and so on. I am wondering if there are any advantages or disadvantages of this method over simply creating one sprite with 9 animation frames and destroy the sprite after the animation is finished playing?