andreyin's Forum Posts

  • Weird, I got notified of 2 new posts here and when I came to check there wasn't any.. maybe it was spam?

    I'm still up for freelance work! Please contact andre (at) asteristic (dot) com if interested.

  • Bump for xmas time, still searching for freelance work!

    Ashley it's working perfectly, thanks!

    By the way, I'm not sure if it has been mentioned on this thread but you can fix the Steam overlay not showing up on Node-Webkit by adding the argument "--in-process-gpu" to the package.json file. Now pretty much everything works, even screenshots and streams.

    Ashley thanks Ashley!! I just saw the post, gonna try it out now.

    Ashley I see, thanks for the reply!

    Ashley sorry to annoy you but are there any news on this?

    Your APPID is in Steamworks, ie, it has been assigned by Valve. This only works if you have a game on Steam, i believe. I cant test unless i actually upload my build to steamworks and then download it through the steam app.

    You can test after exporting the game if you add the steam api to package.nw then create a .txt file with your app id and put it on the same folder as the game. You still have to have steam open, but it loads and you can test it like that.

    andreyin, make sure you just straight up trash the 64 bit Windows and Mac builds if youre posting to steam. The Greenworks plugin seems like it doesnt have 64 bit support at the present time, so you pretty much have to rely on the 32 bit builds for now until that gets updated.

    Thanks for the tip! By the way, did you have any luck uploading different OS versions of your game to steamworks? I've been trying for a while now but I'm not sure how to do it.. I tried following some tutorials and asked for help but none of it worked..

    is anyone else getting an error with the latest nw exports uploaded to steam if you're using the greenworks plugin? This is what i see when i run the app:

    Uncaught node.js Error

    Error: The specified procedure could not be found.

    C:\Users\NATESC~1\AppData\Local\Temp\nw1964_32649\greenworks-win32.node

    at Error (native)

    at Module.load (module.js:354:32)

    at Function.Module._load (module.js:310:12)

    at Module.require (module.js:362:17)

    at require (module.js:378:17)

    at Object.<anonymous> (C:\Users\NATESC~1\AppData\Local\Temp\nw1964_32649\greenworks.js:13:18)

    at Module._compile (module.js:454:26)

    at Object.Module._extensions..js (module.js:472:10)

    at Module.load (module.js:354:32)

    at Function.Module._load (module.js:310:12)

    Yep, same error going on here on r190.

  • Why do you have to keep writing every second? The most convenient way to manage memory should be saving at certain points, or when the user exits or something.

  • Bump

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  • Hi,

    I have a request to make. Not sure how possible it is, but..

    I'd like to have the option to move more than 1 object to a folder. Usually when I create a new object I do so by right-clicking the layout then selecting "add new object" but every time I do this, the object is created on my root folder.

    The only way to counter this is by going to said folder on my Objects Bar and right-clicking there, then choosing "create new object", but it's really counter-intuitive.

    So I'd like that, if possible, we could get either the object created on the current folder that we're browsing on the Objects Bar, or the option to select a bunch of objects, then something like right-clicking the Objects Bar and having an option called "Move objects to here" or something like that. It would be awesome if it was possible.

    Thanks!

    DuckfaceNinja

    Doesn't Steam Cloud work by itself? I thought you just had to set which files you wanted to sync with the cloud and Steam would do the work.

    For instance my game uses .json files as save files, so on the Steam Cloud tab I just set it to sync every .json file on my game folder. I haven't tested it properly yet but I think it should work?

  • Thanks fisholith and Aphrodite!

    What bugs me is that even when I try to manually set the effect to a variable and change that variable, it still doesn't work.. it seems to work only once. I'll try with LiteTween later.

  • LittleStain Tween to effect sounds like exactly what I was searching for! Thanks!