SgtConti's Forum Posts

  • Could it be that it is a Node-Webkit related problem?

    Since it only uses Chromium 32 and not the most recent 34?

    Edit: It seems like there are unresolved issues with Node-Webkit and WebRTC

    https://github.com/rogerwang/node-webkit/issues/1526

    (At least i have the exact same problem as described there ^^

    Connection established, but no Data transmitted or recieved)

  • Rushino thanks we're doing our best.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Jep, it's definetely working

    Thank you so much Tom

  • Vuuv , you don't need to, he got help & doesn't have any money

    But yes, it is a ridicoulus amount.

    • Conti
  • woddakota , sended you a pm.

  • Log Entry #5

    Stardate: -308715.5707762556

    So now, the multiplayer is working really great, and its more fun then i thought it would be

    The next few days we will work out a "Propaganda Plan", how we will handle marketing, that plan probably includes a demo, next month

    That means you may be able to test and see SoW for yourself, of course it will be a limited demo,

    with a few things disabled (Mostly maps, backgrounds & locations).

    The Demo will be maintained with bug fixes, but probably no new functions.

    Now to what we have achieved in SoW in the past few days/weeks:

    As said, the multiplayer is working pretty good.

    A new map is in work and almost finished/ready to show.

    The special thing about this map will be, you will only be able to use infantry units, vehicles & Tanks.

    That means no Support Strikes, & no air units.

    Also, some minor improvements/fixes, the positioned audio also got some improvements,

    additional to that, there has been some balancing to the MLRS.

    And, last but not least, there has been a massive revamp in the "code",

    re-arranged many things and made them much more efficient/using less events.

    So most of it should be future-proof now.

    This is only a small log entry, since we are preparing 6 days of updates (19.-25. April), why?

    Since its, as we call it, The Right Initiative Week. Where we will make some announcements & other stuff, why these dates?

    We mark the 19. April to be the begin of SoW & TRI.G, since we began the development of SoW back then (2013).

    And the 25. April is the 115th day of the year

    One last thing: You may remember me saying the options menu was almost finished? I was wrong!

    After some rework and additions, i splitted the Low Quality option into Amount of Particles & Shader Effects.

    As well as i made the keys rebindable.

    Here you can see it after the change (All Time stats were also added to the menu):

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
  • Rushino , even if its a singleplayer game, people like having access to the Steam overlay (Especially me )

    to keep contact with their friend/may search something in the browser.

  • It's a really great idea, and i hope it will continue to exist

    I think it would be a good idea to have 1 Interview per fanzine.

    A bit more content, and maybe something like "Featured game of the month". (Independent form the interview)

    The whole fanzine was very grounded and Community near, thats a great thing!

    "Knowledge is power" - "Wissen ist macht"

    Continue the great work!

    • Conti
  • fongka2 , i think Ashley should decide that, not you.

    vagaev , i noticed something similar, a long time ago, that only happens if the animation speed of a sprite is higher then your fps/2.5 .

    You should definetely post a capx, where you show that, else Ashley will most likely close it,

    it may be a bug, may not, Ashley probably has a explanation why that happens ready

    How im handling it: If animation Speed != fps/2.5 - set animation speed to fps/2.5 (That way i keep it with 60 fps at a 24 playback rate, (pretty smooth))

  • Well, at least i've done it like that, synced every single sprite. 20x 2, it may fill up much in the event sheet but then it at least works.

    And btw, i don't think it's a bug.

  • pixel perfick of course im talking about the PC version!

    I once played the Playstation version, at honestly, it's complete crap and nothing compared to the great PC version (They should make a remake).

  • Hm, this is a hard one:

    1. Medal of Honor Allied Assault

    2. LEGO Rock Raiders

    3. Company of Heroes

    4. Mafia II

    5. The Walkind Dead (Season 1 + 2)

    6. Sleeping Dogs

    7. Hitman Absolution

    8. Tomb Raider

    9. Postal Series

    10. Wargame European Escalation

  • I stumbled upon this a few days ago:

    TideKit

    It promises Native performance for HTML5 apps, is that even possible?

    As said, im not 100% sure if this is actually something doable for C2, if it is, and it works, it would be awesome

    If you are to lazy to checkout their homepage, but love looking videos, check out their video

    .

    Little side note: TideKit is the former TideSDK.

    So, it could be something, or couldnt, let's wait and see.

    • Conti
  • Mrsuzi thanks we're working really hard on maybe publishing a demo (With multiplayer) in the next few weeks.

    jayderyu You helped me out here,

    and yes, you're pretty damn good at helping people out here

  • Log Entry #4

    Stardate: -308759.6156773211

    It's about 2 weeks since the multiplayer plugin has been released, and i've almost completely integrated it into the game.

    So, what is my opinion on this?

    It's great, and easy to use. But, the learning curve is a bit steep, i used some time to actually figure out how to handle the unit picking and things.

    Thanks to jayderyu i finally figured it out a few days ago.

    In some days ill probably post a video showing off that the multiplayer works pretty good, and that it is possible to use it for an RTS.

    Sadly i couldn't use the template that much, except for the very basics.

    Of course, sometimes, the basics is the core, and without the core, we couldnt build up the things around the core.

    Well, i hope we see some nice updates and the final multiplayer in some weeks

    Also, im very glad that Ashley fixed that the NW export finally uses the real fullscreen mode, and not borderless windowed mode.

    Now to what ive achieved in SoW in the past few days/weeks:

    The multiplayer is almost working perfectly, many images has been improved.

    Also, the performance has got seriously improved, still without asm.js as physics (I hope Ashley someday will fix the collision thing),

    but i decreased the CPU utilisation about 5% (3.8GhZ). There also were some bugs that got fixed.

    Even if the performance got increased, the backgrounds got more life, there is more stuff going on in the background then ever before,

    Bullets in the background (Big City), Windmills with random scale, speed & position (Village), and birds everywhere! (Literally spoken )

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti

    P.s thanks dthomasdigital for those nice words