joelmayer's Forum Posts

  • Thanks all for your suggestions, advice and also information Still learning, i never had a problem on Windows with the game so i'm glad that at least the issue came up, while i'm still at such an early stage and totally makes sense.

    Ashley : Thanks as well for your explanation, it makes total sense. Just for the record: i never blamed Construct or HTML5 or anything, i just thought it was more a question of Retina Resolutions than of GPU power so i thought maybe i was missing something.

    The reason why i wanted to use the high quality setting on the fullscreen mode in the first place was, that i wanted to use Webfonts in my game. Now, at this resolution and going with the "low" quality setting, as you can imagine, you can't make out anything anymore of the text. But it works without any problems on my MacBook. It works rather well with the Settin on "high", the high-dpi display setting OFF and the scaling set to "letterbox integer"...

    Which brings me to my question actually... What would you suggest to do? I see three possible options:

    1. Go with Spritefonts, which i don't really want to, since the game is already being translated into languages using special characters like äöü or â and so on, plus again, with a Gameboy Resolution there's pretty much just so small as you can go with sprites.

    2. Export all my assets double the res (512*288) and use Fonts there. They will still be blurry but at least less blurry than with half of that resolution.

    3. I don't know, this is a long shot, but maybe i'm missing something? Is there a way to use the "low" quality setting on a project but still keep crisp Webfonts when scaling up?

    I'm worried that when i upscale my assets, that i could run in performance problems again, since i'd like to use quite some effects (actually just one force own texture layer per layout, i think that second one was added by mistake )

    About performance i got a question too:

    When i, let's say, use my vignette png in half the resolution and then upscale it in the engine, does it use less performance than when i import a fullscreen vignette png in the first place?

    Thanks for all your help!

    Joel

  • Okay, i think i narrowed it down even further... i disabled "Use High-DPI display" in the project settings and though it still doesn't run as smoothly as on Windows especially when there's text drawn on screen i experience a small lag, it's already much better than before... I'm gonna play with the effects stuff a bit and see where i can optimize maybe making tha Vignette half the size and scaling it up on start of layout or something...

  • I'm trying to narrow it down, what the big performance killer is and funnily enough, the main problem seems to be my vignette layer which is only a png image with darkened corners :S

    Might there be a less heavy way to do that?

  • That is really weird... I updated to the latest High Sierra OS now as well but unfortunately that didn't help... It's only relevant when going full screen, when i play back the game in about half the size it works fine on Macs. It ALWAYS works fine on Windows and works slightly better when i change the Macbook (2015, i7, 16 GB RAM) to a lower Resolution...

    Could you try this file (current version of the game i'm working on) too, if possible? Really sorry for asking, but THANKS A TON for all your help!!!

    Removed File since i fixed the issue...

  • Cryptwalker Ooo that sounds promising Could you maybe try my file in the Bugreport for me on your Mac whenever you get the time? That would be awesome! Maybe there is a problem with my Macbook i just can't put my finger on it yet :S

  • Hi there!

    I just started programming my game in C3 and even though it works smashingly well on PC's and even Android Remote Previews, my one year old MacBook PRO with 16 GB of Ram etc. stutters and spouts whenever going Fullscreen with the Game. It has some basic lighting and overlay effects as well as two particle effects on the test background, but it's at a Resolution of 256*144. The problem happens only when i set the fullscreen quality to "high", which i really want to do since i want to use Webfonts to support different languages. It doesn't really work all that great on "low" quality fullscreen mode either if i'm honest but oh well...

    I already opened up a Bug Report on the Scirra Github but i'm guessing there's not much they can do about it even though i think there should be a way to optimize this for the platform. And, yes, i tried every browser, my drivers are updated, etc. Other games work perfectly well on my computer, i'm an Interaction Design Student, i use it for 3D Modeling/Rendering, After Effects, Premiere Pro etc. never had a Problem. Of course, my uber super Gaming PC will be faster at those things but the Mac surely isn't too slow for a small Gameboy Resolution Game with some Effects...

    Especially since it worked perfectly well on PC's and even on my Android Phone via Remote Preview... I'm kind of desperate, since i was even contacted by the Apple App Store who took an interest in my Game for Promotion and i've told them it would be out for Mac as well, since i work on Mac and i mean... if it works on a standard Windows Computer it shouldn't have a problem with Macs either...

    Any Ideas?

    BTW, here's the link to the Bug Report: https://github.com/Scirra/Construct-3-bugs/issues

    Thanks!

    Joel

  • Hi there! And thank you for the plugin i'm looking for a solution like that for a future game down the line Are you planning on updating this for Construct 3?

  • Hi there!

    I've switched to C3 pretty early in Beta and am really loving it! Since i was just prototyping stuff for my bigger project, it wasn't much of a concern for me to work with a Beta Software. I actually quite like the Cloud Workflow and store all my Game Assets on Google Drive as well as the C3 Project File.

    Now the time has come however, to start my game for real and i'm not sure how to go about it. I really liked the folder structure you got in C2 for bigger project (instead of saving all the assets etc. into one huge .capx) and am wondering if this will be available to C3 too? Since it's probably going to take a while to implement i'm wondering, if i can switch the project to a folder based saving structure down the line and start with the single .c3p workflow now or if i should still wait? It would be quite fancy to be able to do that on Google Drive or something similiar as well, instead of just Desktop and i think supporting Google Drive Folders in the Save Menu should be really top of the priority list since it would make for a very smooth experience.

    Thanks for your suggestions!

  • I think you could save yourself a lot of code, if you just turned off the repeat checkbox in the animation properties of the animation editor of the crouching animation (phew, that's a lot of animation!)

  • Well i guess noone has played around with the Shadowcaster in C3 yet or this is expected behaviour

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  • Hi there!

    Just a quick question. I'm playing around with the Shadowcaster behaviour. When looking at it in the Editor with the preview function everything looks fine, i set the Shadow to grey. But as soon as i preview the project, the shadow turns pitch black... Am i doing something wrong or is this a Bug in the new Construct?

    Thanks!

  • I'm far too little technically savvy to say if this is interesting or not, but i just saw this on my Twitter Updates. Don't know if it's better or worse or anything like NW.js but maybe it's of some interest to people here <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    https://gritfish.itch.io/htmle

    ------

    From the Website:

    There's plenty of tools to help you create phone and desktop apps with HTML, CSS and JavaScript. These tools tend to involve a LOT of work and a lot of knowledge of web development to get up and running. This fine for me. I've been doing web development for 10 years. It's not so easy for everyone else. So, while porting Killing Time at Lightspeed to mobile, I decided to strip out all my compiling code, clean it up and make...

    HTMLE Helps To Make Life Easier

    HTML goes in, games come out.

    HTMLE is a project template and a set of scripts that take care of a lot of the work involved in setting up these tools and simplifying everything.

    How HTMLE works

    It copies your main folder to a temporary location

    It copies in extra files specific to whatever type of build you're doing (overwriting any files that are there)

    Then

    a) Builds that HTML folder to a PC/Mac/Linux app or

    b) Zips the HTML folder and uploads to http://build.phonegap.com

  • rexrainbow

    Hi Rex! Without your plugins, C3 really is just half as useful to me

    My priorities would be the timeline, csv and typing plugins

    Poor you, i think you got a lot of requests now, i hope porting all your great plugins at least is not toooo much of a headache.

    Thanks for all your great work!!!

  • Hi Guys

    Weird Problem here, i got an interactive Display i'm making with C2 and when i preview the Project with Chrome the Videos are getting shown without a Problem. When i preview with NW.js however, the videos won't show up. They're regular .mp4 files with h.264 compression.

    I would use a normal HTML 5 Export but the Display and it's computer won't have Internet Access at the fare where it'll be running.

    Any ideas? Thanks!

    Best,

    Joel

    • Post link icon

    I agree plus (again i'm no expert) but wouldn't that mean we couldn't use all the shiny WebGL effects and stuff anymore? I think it's not a problem of HTML5 but of sometimes faulty wrappers as far as i can tell although i heard it's much better now than it was even a year ago.

    If anyone's interested: i signed up for the GMS2 beta just to try it out. I used GMS back a few years ago but never came very far with it. The Interface sure looks different but honestly i don't really like it and i tried to look at it as objectively as possible. The drag and drop system might be a nice idea but it's really just a visual representation of GML code. It's NOT like the event system of C2, which is basically it's own thing when it comes to logic. I followed the beginners tutorial on YouTube but stopped when it came to the point where you have to write multiple lines of confusing stuff just to keep the Score Display in the upper half of the screen from scrolling with the game. In C2, just set the layer Parallax to the desired number and done. Plus you don't have any form of behaviours available so every engine be it for Jump N Runs, Top Down, etc. has to be completely written from scratch.

    So even with the new version of DnD in GMS2, making Games in C2 is still so much faster and more enjoyable. After pages of criticism and comparing to the supposed "green lands" of other engines and calling them superior, i just thought it'd be important to say this and i don't want the Scirra Team getting too depressed when reading through this Thread

    About the release of C3: C2 is perfectly functional and a great piece of software. It's codebase is also a lot younger than that of Fusion 2.5 (which dates back to at least the Multimedia Fusion Days of the Mid to late 90s) or Game Maker Studio (which basically was a reskinning of the original Game Maker, also released in the mid 90s) so it makes complete sense, that C3 isn't coming out yet but it's really great that it's already being worked on (after all, it's a total rewrite of the Editor, something that takes others decades to tackle, just sayin' )

    So if i actually could give a wishlist for the new Editor it'd be the same usability and hopefully some shiny new features that make life even easier and a handful of new plugins and behaviours

    But it's just my two cents