Colludium's Forum Posts

  • Yup

  • TheRealDannyyy

    If you don't want to distribute in Steam then you could try Enigma Virtual Box as described in the NWjs Github repository (it will hide your NWjs files inside an exe file).

    As Ashley was informed in his question to the NWjs gurus here 2 years ago, there is no point in obfuscating or hiding any game assets - if your game can decrypt the assets then so can a hacker. Thus your best bet is to simply leave everything in the package.nw file, which will deter most casual investigators.

    As to if there is anything else you can do - that really depends on what sort of piracy you wish to prevent... But, if your game is on Steam then it can only be played on Steam - by registered Steam users - because the Steam plugin checks for a Steam client login. Thus any game you make for the Steam platform will only be played by people who have bought it.

  • Sounds like a great solution ASHLEY. And well done calebbennetts for identifying the cause of this problem!

  • Thanks KnivetonStudios

    OK - progress report for the week:

    Help! I am stuck in the following loop:

    While Dev Work is not finished: edit arrays, manage data storage, obfuscation techniques and custom image manipulation; test work and only if the player edit level is finished then: End Loop...[/code:2o32kss4]
    
    When will this end?!?
    
    Soon, I hope.  I give it another couple of weeks before I will have something tangible to report, but we're getting there (wherever 'there' is...).
  • can someone help with it"?

    Not a chance if you don't follow the bug reporting guidelines.

  • Ok..... There is not a problem with c2 or NW.

    There are 2 versions of NW available - the one that comes with c2 is the developer (SDK) version. That version permits you to access the developer tools because - it's for developers. If you right click on the NORMAL version of NW then you cannot inspect / open the dev tools becasue they are not included in the build - they are not there to open.

  • Just export into a non-developer version of NWjs - ie the NORMAL and not the SDK options.

  • calebbennetts, the acceleration factor should be added iaw s = ut + 0.5 * a * t^2.

    I think that a capx example using platform motion does not provide a representative example because the equation to modify the sprite's position acts in opposition (or in addition) to the platform behaviour movement - the sprite is effectively moved twice per tick. To make a truly representative analysis you would have to disable the platform behaviour and substitute your own equation in its place (or use a spreadsheet :p ).

    teacherpeter, here are a series of NG plugins by the master Rex, and here is an excellent Steam plugin by MadSpy.

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  • This is quite easy to do, but you'll need to familiarize yourself with how to control effects from within event sheets - please take a look at this thread which points to using the Set Color effect, and there are some good words in the manual to cover what you need to think about when using them.

    As for varying the color, you'll need to change the Set Color parameters in events via the System. So... add the effect to your sprite and then you will be able to edit the effect parameters as required.

  • Ashley calebbennetts,

    I updated my post above - I corrected my calculations and have to conclude that Newtonian equations should be used if consistent results are to be experienced across different browser refresh rates and with variations in dt....

    For anyone who's interested - here's a copy of the spreadsheet.

  • The kinematic equation (d = v * t + 1/2 * a * t^2) assumes the acceleration keeps increasing throughout the given time t. So for example if you have a car that starts at a given speed and keeps a steady acceleration, this will tell you how far it will travel in say 30 seconds.

    Using this analogy I some quick maths (using Excel) to see which equation would be most reliable. For a car accelerating at 2 m/s^2 from an initial speed of zero for 30 secs, with a 1.0 sec sample (dt) period, the final displacements are:

    Using Platform Equation: 930m

    Using Incremental Newtonian Equation: 900m

    If the sample period is changed to 0.5 sec (ie analogous to using a 120 Hz monitor instead of a 60 Hz monitor) then we get the following answers:

    Using Platform Equation: 915m

    Using Incremental Newtonian Equation: 900m

    If the dt is changed to 2 sec (ie analogous to using a 30 Hz refresh rate) then we get the following answers:

    Using Platform Equation: 960m

    Using Incremental Newtonian Equation: 900m

    Conclusion (Revised) -

    The Newtonian equations work, whereas the equation used in the Platform Behaviour produces inconsistent results.

    Edited to correct some poor public maths...

  • Wrong forum?

  • Awesome - thank you for this!!!

  • Yes, of course this is a good idea!

    Who would be responsible for the maintenance of the plugin?