AmogusJS's Forum Posts

  • > just record a new video every 30 seconds

    What do you do if you started recording a new video 5 seconds ago, and now need to replay the last 30?

    make like a buffer where you store the last 2 videos and delete the oldest once a new one is recorded

  • just record a new video every 30 seconds

  • Changing the max spritesheet size just changes the size and number of exported images in your project. It's hard to see how that would affect anything, unless the problem was in fact something like running out of memory, and adjusting the spritesheet size allowed more efficient use of memory.

    Thank you for the reply. I'm currently trying to reproduce the issue and it only happens in projects with a lot of large sprites, but I haven't figure out what's the exact limit yet. Changing the max spritesheet size to 4096 fixes the issue every time though.

  • This bug appears on iOS 15. It is not present on newer iOS versions, however a bunch of older Apple devices that are still widely used cannot be updated and your game might not run on those.

    Sometimes, the exported game doesn't start after it's been fully loaded. If you have a custom loader layout enabled the 'On loader layout complete' trigger will fire, but the game never actually goes to the next layout. The bug occurs regardless of what loader style you use, but never happens if you run the game from the remote preview.

    FIX: Go to the project settings and set 'Max spritesheet size' to 4096.

    Posting on the forum so more people see how to fix this. I will submit the bug report later as I don't have any apple devices on me right now (luckily).

    anyway, think differently folks and don't do drugs

  • if by standalone app you mean the old nw.js one, it's a really bad idea to use it at all since its last update predates extinction of dinosaurs and creation of universe itself. it uses an old chromium version and you should not run construct on anything else but latest.

  • I found GDevelop and it looks easy to use and is much more affordable, so I canceled my C3 subscription

    you're dead to me

  • no idea, but the latest game maker giveaways give major 'we're closing down soon' vibes.

    won't be a surprise now that godot can do everything game maker can while also offering super sane editor ux for free. you still can't render text in game maker without using the special draw event in their crazy frankestein drag and drop system 🤮. it's like it's still being made on pirated delphi by one guy in his garage while smooching college undergrads in the very same garage.

    funny how construct is the only visual scripting engine that's still relevant. there's also clickteam but nowadays they are down to selling paid updates to fnaf kids and fusion 3 is not a thing anymore sadly.

  • this game made me so angry i punched my laptop really very very hard and broke the screen. evidence:

    my dad got UPSET because of that and took away my constructs. all three of them. they were on that laptop and now it's kinda fair but i hate that i don't know what i'm gonna do because i have game realeasing soon.

    BUT! i still got the secret munkeh space ending

    conclusion: it takes 1000 munkehs randomly smashing 1000 keyboards to actually complete this game

  • because video recorder uses technology that is already integrated in the browser. for voice chat, you would need to develop your own custom server/client application depending on what type of communication your game uses. you can also use webrtc, that's already possible with javascript.

  • You can try using a Cordova plugin that gives access to the android/ios health app data which usually includes the step counter. That requires JavaScript usage and your own Cordova setup, however. The only plugin I could find is this one: github.com/dariosalvi78/cordova-plugin-health

  • Go to the AppData/Local path and find a folder with the name of your project, then delete it and try launching the game again so NW.js will load everything from scratch. If you're using local storage, all the data saved there is going to be deleted, so keep that in mind. That's a temporary fix that might or might not work.

  • Just thought of another option - if you can make a tiny macOS universal app that just detects if it's Intel or Apple Silicon, and then launches one of two other bundled apps, then you can point Steam at the launcher app and it will launch the right one.

    Probably it would even be possible to use something as simple as a bash script for auto-detection, though it doesn't make for a very good user experience with a terminal window popping out every time the game is launched.

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  • Hello;

    The new GPT you can write using chatGPT-4 announced a few days back would be very interesting. I guess it would be kind of like copilot?

    I don't know how it would work, would it have to be written by people at Scirra or could just anyone write one? I suppose one for javascript scripts will probably be written for any general javascript programmer--but I am interested in how a GPt might be written for the event system in COnstruct 3.

    Since the GPT writer is still in beta and I can't get hold of it, is there anyone here who has access to it and can see if it makes sense to try to use it on construct event sheets? would we have to give it all the construct event sheet exanples and tutorial for it to "learn" how to do it?

    yours

    winkr7

    I think it's already partially possible with the current chat gpt version - all construct 3 events are json data that it can read and somewhat understand (like when you copy them from the event sheet and then paste into the chat gpt dialogue)

    yours

    AmogusJS

  • It turned out Steam does not allow to upload two separate Mac builds - one for Intel and another for Apple Silicon devices. We can only use one build and it must be Intel, because it's compatible with all macs.

    Will it be possible to create a universal "fat" build which includes both Intel+ARM NWjs exports? There is a discussion in this post (scroll to the end), but I don't see a solution.

    You can create two launch options pointing at two different executable files uploaded to the same depot: one for the proper Intel version and another one for the Apple's thing. (check the steamworks docs here, you have to scroll to the 'Initial Setup for New SteamPipe Apps' section.)

    Players then will be able to select which build to play.