andreyin's Forum Posts

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  • It depends on what type of movement you want. You can either use the bullet behavior or the custom movement behavior.

  • MadSpy AJ2DI

    Hi guys, I'm about to buy this but I just want to make sure - which version should I use if I want:

    • OSX/Linux support
    • Working gamepads

    If I buy the latest version can I still use it with older NW.js/Steamworks version combos? Or will I have to wait until gamepads are fixed?

    Thanks

    Edit: Oh, seems like it's all fixed in 0.18.5! I'll buy it now and wait until you guys update then Thanks for this plugin!

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  • Yes, update your graphics card drivers and reinstall directx.

  • Tokinsom Very nice! I'd definitely buy it if you put it in the store.

    Ashley I've thought a lot about the last method you've mentioned but is there a way to know the position of the last character typed to append the next spritefont object?

  • Hi there Ashley Tom

    I've been looking for ways to add extra colors to my spritefont. I've looked through the js code for the spritefont object and it seems that the first thing it does is to take the characters listed in the object properties and split the spritefont sprite sheet so it assigns each letter to a piece of the sprite sheet.

    The problem with this is that it makes it impossible to have extra characters in the spritefont sprite sheet without having a character assigned to it to be used later.

    Here's a spritefont image for instance:

    (please don't mind the cropping or badly colored letters, it's just an example)

    I'd like to be able to do something like:

    Start of level -> set spritefont text to "test" -> change Y offset to +400 -> append spritefont text "test2"

    So the "test" part would be white and the "test2" part would be green.

    I know this might be a bit too much to ask but would you kindly consider adding this to the spritefont object?

    Thanks!

  • Is the latest version working just fine with Gamepads?

  • > The probable issue is that Chrome uses multiple instances, so screen recorders don't know which one to record.

    > A work around might be to make it just use one.

    > Or get the fine screen recorders to change their software.

    >

    Yeah that seems to be the solution so adding --single-process chromium option should do the trick, but I failed to do so. Would be great if Ashley could try it. I'm not that experienced in manual NWjs setup so I probably messed some detail there.

    People have been talking about "--single-process" but using "--in-process-gpu" has always worked for me, even with the Steam overlay problem. I've heard it doesn't work properly with Nvidia gpus but I've always tested on them and it always works..

  • rexrainbow would it be possible to use this with the spritefont plugin so I could have some kind of "offset" to make colored text?

    For instance, if I have this image as a spritefont:

    And I could set something like "set Y offest to +200" the next time I typed anything into the spritefont it would should up green. Would it be possible with this plugin?

  • >

    > > I think the screen recorders are fine ane Construct 2 is the problem. If the youtubers can record any game from other engines than that means Construct 2 is the problem. If Construct 2 developers don't want to fix the problem, then just say so. Stop with all the excuses already , everything can't be someone elses fault.

    > >

    >

    > It doesn't work like that. Construct 2 relies on NW.js to have your game working on PC. Try exporting as HTML5 and testing if it works in Firefox or Chrome. If it does, then the problem is NW.js.

    >

    > NW.js is not made by Scirra but everytime something breaks on it, they take it to the developers of NW.js. Still it is faster if you just go to https://github.com/nwjs/nw.js/issues and create a new issue there so the bug is looked at by people who actually work in NW.js.

    >

    But Ashley said it was the screen recorders that was the problem. The screen recorders are not the problem. I just notice lately everytime something doesn't work or breaks, its not Construct 2 problem. Whether its this, Steam or Kongagrate its always someone elses fault.

    I feel the same way sometimes but it is indeed not Scirra's fault. They just rely WAY too much on third-party applications and if something breaks on their end there's nothing they can do.

    NW.js is just a port of Chrome. If the game records well on Chrome and not on NW.js, it's NW.js fault.

    If you want to test it you could grab the code for any HTML5 game NOT made in C2 yourself and compile with NW.js. If it does work with this game and not with a game made in C2, then it's C2's fault and you should fill a bug report.

    This happens with every engine. If you buy a plugin for Unity and it doesn't work with a new Unity update, who has the fix it? The Unity team or the plugin creator? The same applies here.

  • I think the screen recorders are fine ane Construct 2 is the problem. If the youtubers can record any game from other engines than that means Construct 2 is the problem. If Construct 2 developers don't want to fix the problem, then just say so. Stop with all the excuses already , everything can't be someone elses fault.

    It doesn't work like that. Construct 2 relies on NW.js to have your game working on PC. Try exporting as HTML5 and testing if it works in Firefox or Chrome. If it does, then the problem is NW.js.

    NW.js is not made by Scirra but everytime something breaks on it, they take it to the developers of NW.js. Still it is faster if you just go to https://github.com/nwjs/nw.js/issues and create a new issue there so the bug is looked at by people who actually work in NW.js.

  • I use rexrainbow 's plugin:

    I'm guessing you've already tried it since you mentioned that you can't set the volume in db, but you actually can. Just use "0db" (with the apostrophes) instead of 1, for instance.

    In case you absolutely NEED some kind of code without a plugin, check this out:

    I've used this before and it works great but it's really finnicky in some aspects. For instance I had this code so the music would change when the player entered a door and appeared somewhere else, but if he went back quickly before the last fade was over, the music wouldn't change.

    Rex's plugin works great for me though, even on Android. Still haven't tested it on iOS though.

  • Very interesting!! Thanks for this!

    Can someone send me a .capx that doesn't load on OS X with NW.js 0.18.1? I new have an idea that might help fix it.

    I'll try it out but I heard the controller support is a bit broken? Also there's no Greenworks for it yet right?

    Edit: Tested my game with nw.js 0.18.1 in OSX Sierra and it works great, but no controller support.

    Resource error on OSX has nothing to do with Steam plugins. I got the same one without Greenworks or any other plugin. I tried different solutions but ended by removing Mac support from the description of my game. There are only about 3% Mac users on Steam so it shouldn't be a big deal.

    Like I said, my game works fine on OSX without the Greenworks plugin. I only get this loading error when using it... I get that the percentage is small but I still promised and released my game for OSX in the beginning (when everything worked just fine with nw.js 0.10.5) and people bought it for OSX. Id rather fix it than remove it completely.