andreyin's Forum Posts

  • This is only tangentially related, but I'd love if someone could answer.

    As a mobile dev, I only ever use spritefont and never really use normal text, so I have to ask - what is the advantage of using normal text?

    I advise against using regular text instead of spritefonts. It might look better but if the user isn't able to load the font properly (and this can happen for a bunch of different reasons) it will most likely make some things in your game unreadable.

    Spritefonts aren't that hard to get used to - thanks to this tool made Blackhornet you can pick a font and it will convert it so C2 uses the right spacing and everything.

  • The instance variable should be set to text and not number:

    Then you do exactly the same but instead of setting text your set the instance variable value

  • I had this problem too. Contacted Ashley and he suggested me to reinstall everything from scratch. I did and it works now.

    You should be careful with the folders too, I think the new C2 versions do not use the "C:\Program Files\NodeWebkitForC2" folder but "C:\Program Files\NWForC2" or something. Basically what I did was

    1. Uninstall C2 completely (with all the plugins that will remain in the folder)

    2. Download and install latest version (and copy over plugins)

    3. Install LATEST NW.js

    4. Find the directory it has been installed to (probably "C:\Program Files\NWForC2")

    5. Delete everything in the directory

    6. Copy over NodeWebkit 10.5

    I also asked for his NodeWebkit folder and used it, but it should be the same.

    > GG-Works You say the game runs with the test App ID (123456) for you - does Steam show up inside your app? Like, can you access the Greenwork features inside your app? I'm asking since I cannot access any Greenworks features. So far, I consider it's because the default App ID doesn't allow that (would like to clarify if I'm doing something wrong?)

    >

    I can confirm I get the message "Access the Steam Community" tab on the bottom right of the screen. Other than that I'm pretty green using this. I made sure I added nw.js on my Steam client and clicked on play from there.

    I don't think I've installed greenworks properly, I wasn't able to access anything else, just the tab popped up. I thought you can drag and drop the addon into C2 when you start but I never got a prompt so I don't think it's installed.

    Greenworks doesn't make the steam overlay work on Steam. It's just a library made in JS so you can make actions in your game trigger achievements and such.

    By default, if you export using Node-Webkit the overlay won't work. There's a workaround for this though.

    You have to rename package.nw to package.zip, then extract it to a folder. All your game files are there. Search for the Package.json file and open it with Notepad. Search for the part that says "chromium-args" and add "--in-process-gpu" to it. Save the file, close it, and zip everything again (be careful with the folder structure). Rename the .zip to .nw again and it should work.

    You don't have to add your game onto Steam using the "add non-steam game" on it. If you set everything up right, as soon as you run the nw.exe file from anywhere Steam should say you're playing your game.

    After renaming package.zip to package.nw, what does it mean by EXE file? I'm looking for an executable file, but I'm not seeing it. Is it talking about your game with C2s Node Webkit icon or something else? Do I need to actually rename the game to "nw.exe" just as typed?

    Thanks!

    Windows hide known filetypes by default. It's the file you run to run the game, usually your game's name. You have to go to folder options and turn off the "hide known filetypes" option.

  • Decided to try it out with the last game I made (Dreaming Sarah) and here's a comparison.

    Front-to-back renderer off

    Front-to-back renderer on

    My whole game uses a "effect" layer in which I have a single image (usually a fog) with a warp WebGL effect.

    • Framerate was the same on/off
    • Tried on NW.js and Chrome
    • PC is Athlon II X4 630 2.80GHz 64bit , 6GB ram, GPU is Nvidia GeForce 750
    • rendererDetail shows this ANGLE (NVIDIA GeForce GTX 750 Direct3D11 vs_5_0 ps_5_0) [Google Inc.] [front-to-back enabled]
    • It's a 2D platform game
  • Thanks so much! Last update was awesome!

  • Parodius

  • nimos100

    Thanks for the help!

    7Soul helped me out and did this:

    Now it works as intended. Spawning the object instead of creating it was the right way to go.

  • Instead of using trigger once, cant you just add the smoke effect to the key press? Think that should solve it and you get rid of the checks every tick etc.

    I thought of that but my entire key press events are after a loop... I have the same keypress events for all the players since they're the same object:

    So I would have to make more keypress events just for this, that would suck ):

  • Hi there,

    I'm making a top-down game and I'd like to have a little smoke particle effect for when the player starts running.

    I can achieve that with these events:

    As seen on this gif:

    Now, the problem - in my game I have more than one player character. They're the same object and I've been using "pick" to pick the right instances.

    Using this same piece of code, if I have 2 players, if one player is already running the smoke will never appear on the player that has just started running:

    This seems really simple but I could not get it to work. I've tried having a boolean variable on the player character and setting it to "true" whenever he's running, and if it was true, it would create the smoke sprite once - but it didn't work.

    Anyone know how to deal with this?

    edit: I forgot to mention that I have also tried using a "For each":

    But then this happens when both players are walking:

  • You have to press a button in the controller first (A,B,X or Y) so it begins working. It's a browser/node-webkit limitation unfortunately.

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  • Problem Description

    Shift+Right-Click won't work to pick a tile as a brush if the tile is rotated in certain ways. It also won't apply the current rotation/mirror to the brush.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/238 ... ppick.capx

    Steps to Reproduce Bug

    • Create a tilemap or open .capx
    • Rotate some tiles by pressing Z or X
    • Shift+Right-click the tiles

    Observed Result

    Rotated tiles won't be applied to the brush, and if they are, won't have the correct mirror/rotation on it.

    Expected Result

    When shift+right-clicking a tile the brush should take the current tile and it's current rotation/mirroring

    Affected Browsers

    None

    Operating System and Service Pack

    Windows 10 Technical Preview 10030, Windows 8.1

    Construct 2 Version ID

    r207

    Note

    If possible I wish you could add an option to select tiles on the tilemap object itself and use them as a brush. The tilemap bar already does this but it doesn't make much sense since the tiles in the bar are usually out of order.

  • Problem Description

    Shift+Right-Click won't work to pick a tile as a brush if the tile is rotated in certain ways. It also won't apply the current rotation/mirror to the brush.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/238 ... ppick.capx

    Steps to Reproduce Bug

    • Create a tilemap or open .capx
    • Rotate some tiles by pressing Z or X
    • Shift+Right-click the tiles

    Observed Result

    Rotated tiles won't be applied to the brush, and if they are, won't have the correct mirror/rotation on it.

    Expected Result

    When shift+right-clicking a tile the brush should take the current tile and it's current rotation/mirroring

    Affected Browsers

    None

    Operating System and Service Pack

    Windows 10 Technical Preview 10030, Windows 8.1

    Construct 2 Version ID

    r207

  • Oh wow that's trippy.