Burvey's Forum Posts

  • sqiddster No, it doesn't :(

    I'm using windows 8.1. Could there be some security setting that has to be disabled/enabled or something?

    EDIT: Just out of curiosity I made an extremely simple capx with nothing but a platform and sprite to move around. I added the gamepad object and simulated movement controls for it. I get the same results, when I move the sprite around in the chrome preview with the xbox360 controller it works just as expected. As soon as I switch over to the node-webkit preview it doesn't work.

  • Ashley That's what I figured too. I have no idea what to do next. I can switch between the two previews and Chrome works and Node-webkit doesn't. I even tried exporting rather then going through the preview and I get the same results. The only thing I can figure is Node-webkit needs to have the gamepad enabled or something but I really have no clue. I also have keyboard movement set up in the game as well as the gamepad and everything functions as it should in both previews with that. I'm stumped.

  • I'm currently working on a game called Endoro's Quest. I'll be updating this thread with game info, screenshots, videos etc as the game progresses.

    This is just the first teaser. :) Hopefully it'll peek the curiosity of some folks! More to come in the near future.

    <img src="http://www.dennisburch.info/endorosquestnintendocartridge2.png" border="0" />

    Teaser #2

    <img src="http://www.dennisburch.info/endorosquestnintendocartridge.png" border="0" />

  • I'm using an XBox360 controller along with the gamepad object. When I preview my game using Chrome it works perfectly but when I try to preview in NodeWebkit (which is what I'm developing for) it doesn't work. It's like the gamepad isn't detected or something. Any ideas?

    EDIT: I've added a simple capx file. If anyone is using windows 8.1 could you please test this and let us know if you get the same result. Thank you.

    http://www.dennisburch.info/gamepadtest.capx

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  • Just add the browser object to your project. (double click in the editor and add it just like you would add a sprite) Then you can add links via the event sheets.

  • Did you ever get this figured out? I'm having the same issue and all the polygons are square.

  • You're welcome. And don't feel silly, it's how we learn.

  • It really depends on the game and your own style of workflow. The first game I made in C2 was equally based on both the mechanics and the story, and the art aspect was last. My second game was based solely on the mechanics. The game I'm working on now is mostly story and art driven with a secondary emphasis on the mechanics, at least at this point. Soon the mechanics will become paramount but I already know they can be done so they weren't my focus when I started planning and creating the game. So, like I said before, at least in my opinion, how you go about the planning and initial creation of your games is really up to you and they type of game you're going to make.

  • The debugger is your friend. :)

    The first thing you need to do is use On Touched rather then Is Touching.

    The second thing you need to do is either rename your layouts layout1, layout2, layout3 OR change your Go To Layout to the following: "Layout "&activeLayoutNumber Which will add a space between Layout and the number.

  • You need to upload it to a server. You can't open it locally because of security issues.

  • Can you post a capx so we can see how you're trying to set it up?

  • Do you have a capx?

  • I think he wants to delete the sprites from within the editor.

  • For me, running the debugger with node-webkit, at the start of the layout CPU spikes to about 7 - 10% for around 15 seconds before dropping. Then after that during normal gameplay just sitting still shooting the ray it's at 1% or lower. When moving around and shooting it goes up to 1.5 - 2%.

  • Running your game in debug mode I see that your GameSpeed variable is staying at 0 even after unpaused. (That part isn't exactly broken as the CurrentSpeed is always at 0, and CurrentSpeed is what you're calling for GameSpeed to be in your unpause function). That probably has something to do with your issue.