Nabu's Forum Posts

  • Hi,

    In your second example, you are iterating through an array twice, so it should take more processing time than doing it once. Also, built in array functions may be less CPU consuming than the editor loop you are using. And it could vary greatly depending of the size of your array.

    So the first example may stick to o(n), while the second may be 2 x o(n) in complexity. First is faster.

  • Hello gabmusic and others,

    Are there any news about this ? I had an issue a year ago that seemed related to yours, with CPU usage increasing (Engine in the Debugger) over time until the game was impossible to play. I reported by replying to this forum https://www.construct.net/en/forum/construct-2/bugs-21/nwjs-audio-memory-leak-135277.

    I did some tests and ended with these results :

    • Problem only appears on chrome since version 66 (so NW.js after 0.29.0)
    • No problem with any other browser
    • CPU usage seems to not increase when no sounds are played

    Very few people encounter these problems but I can see all of my projects affected, though everything was fine before the Chrome update. One year that I'm stuck with exporting via NW.js 0.29.0. Do you experience the same and do you think you issue is related ?

    Cheers

  • Hello everyone,

    I've uploaded the last version for the Metrocity Escape demo on itch.io Here is the list of changes.

    Features :

    • Vehicles can now be unlocked when docked and left at a station, for further play sessions
    • Unlocked vehicles can be selected at game start
    • Several vehicles added, including bikes
    • Vehicles can store multiple items and player can cycle through them
    • Agents standing on a vehicle are now ejected upon collision
    • Shotgun and Rocket Launcher added as personal weapons (available in bonus and at stations
    • Added the possibility to shoot from bikes, with direction based on nearest enemy vehicle
    • New agents graphics
    • Police barrages may appear as events when wanted level in superior to 2
    • Additional control tips added in the menu
    • In game pause added

    Tweaks :

    • Army gunship boss life increased
    • Most vehicles life increased
    • Dragoon laser size and damage increased
    • Missile damage increased

    There are now 55 vehicles in the game. I hope you'll enjoy trying it. Any feedback is most welcomed !

    A downloadable version (Windows 64bits) has been uploaded, it has more stability than the browser version, and unlocked vehicles are kept between game sessions.

    You can try it here : nabu.itch.io/metrocity-escape-prototype

  • Thanks RJP3,

    Feel free to try the demo, and the other games available on my Itch.io page !

  • Hello everyone,

    I've just released the demo for Dark Ages on Itch.io. Any feedback or suggestion is welcomed ! The full version will be available soon.

    https://nabu.itch.io/saeculis-obscuris

    By the way, we changed the name of the game, as it was already taken by at least three others. The title was simply translated in Latin. Although I really prefer two words english titles, that could easily sound like a punchline, this one isn't bad, what do you think ?

    Hope you'll like it !

  • Hello burningcake,

    This was a prototype at first when I started to develop it in 2016. Then several things where added to make it more like a real game. As my young cousins really liked to play it and I got good feedback from friends and family, the project will be continued this summer, probably get back to it in July. A free demo will be available on my Itch.io page in some weeks.

    There will be two races to play, some missions through a campaign, skirmish against AI and LAN/online multiplayer.

    Unfortunately it won't be open source because the code isn't readable enough to be shared. Many things were improved for intern readability but it lacks clarity, comments, and all the user friendly things. And I got no time to make it open source, apart from work and other projects.

    Instead, I can share methods and tips with others on the forum. If you have any question about coding an RTS in Construct 2, AI coding, multiplayer design, optimizing, no problem, I would be happy to help.

    Cheers !

  • Thank you NetOne ! Did you try the browser demo on Itch.io ? Don't hesitate to share your thoughts and suggestions if you have any and if you will.

  • Hello,

    I would like to present Metrocity Escape, a prototype game released on Itch.io for testing. It's a fast paced side scroller where the player has to escape from a science fiction mega city, cruising aboard a hover car while behind chased by pirates.

    Only the first level is implemented, the development will start this summer. For now, you can try it for free here https://nabu.itch.io/metrocity-escape-prototype

    Some gifs :

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  • Thanks Eren, I use this version. The window only show up by right clicking on empty space with no selected object and choosing "Edit Z order" twice.

  • Hello,

    I just realized the Z order bar disappeared. I tried to re install, clear registry... nothing works. Is there a way to display it again ?

  • KnivetonStudios, thank you ! It's a small game inspired by old school space battle titles and more recent like FTL and the awesome Starsector, though it doesn't pretend to be as well crafted than those ones. The goal is to make battles look nice and dangerous, to give freedom for exploration and decision and to make the player feels like a tactician when he managed to board an enemy ship in the middle of a fight then jump out to secure. These kind of things.

  • Hello,

    This is another game created in 2016 and a bit improved since. It's current name is "Monsters" but I had no other idea at that time and this may change in the futur. The development will start again this summer.

    Monsters

    It's a 2D RTS game, mainly inspired by Dungeon Keeper, that try to extend to mechanisms. The player controls a dungeon master, a kind of hero that can summon monster workers and attracts new creatures along the game. The goal is to dig corridors and rooms to gather ressources and find treasures. Then the player will be able to build furnaces, anvils and workshop to create weapons, and many other buildings and traps. With an army trained and equipped, the player will defend himself against invasion from other dungeon lords and looters.

    Features

    • Simple and easy dig system to make corridors and rooms
    • Dozens of buildings, weapons and traps
    • Currently 20 differents creatures to attract or fight
    • A map generator to enhance replayability
    • Many spells that wizards can discover by researching in libraries
    • Special skills for some creatures (like the spy or the vampire)
    • A fully coded AI for solo gaming that adapts and change strategies through the game
    • A multiplayer mod to play with friends on the internet or LAN (with AI or not)
    • Possibility to incarnate any creature you own to play with
    • A simple diplomacy system to interact with the AI

    Some screenshots :

    Tagged:

  • Hi,

    I've just tried your game and it's cool. Few things :

    • I ended up trading shots with the AI without moving. The ball were stuck in endless 0 degree collision. Maybe you should add a small random angle variation when colliding.
    • AI seems to just follow the ball coordinates without anticipation and shake around ball y value.
    • If you include racket movement speed in reflexion angle calculation, you can create a more dynamic feeling.
  • Hello,

    I would like to present a game, which development started around 2016/2017 and was interrupted because of time. Nowadays I try to finish my projects done with Construct 2 (the first one being Ultimate Barbarian https://www.construct.net/en/forum/construct-2/your-construct-2-creations-23/ultimate-barbarian-action-rpg-133699?kws=ultimate%2bbarbarian, available on Itch.io). There are four games in total and will progressively be released.

    Dark Ages

    It's a small spatial roguelike where the player pilots a ship in a top down view with kind of RTS controls. Playing the role of a former imperial captain that became rogue and embraced piracy, he must run away from a criminal organization to whom he stole a ship. This runaway happens whilst following a quest revealed during a dream in which he saw a sacred planet he has to find in order to take his retreat and find peace among the stars.

    Features

    • Dozens of solar systems to explore in a procedural generated star sector
    • Planets to survey through dialogs by sending an exploration team
    • Ships, fleets and stations to encounter, interact with or fight
    • Several human and alien factions waging war
    • Tactical spatial battles with multiple ship class and weapons with lots of effects
    • Possibility to board and capture enemy vessels by sending boarding teams
    • A legendary pirate faction hunting for the player through the game

    Some screenshots :

    Tagged: