Colludium's Forum Posts

  • zenox98 - Mmmm. I find the c2 installer omits 2 files (nw_200_percent.pak and snapshot_blob.bin) compared with github. This might be nothing....

    If I compare the other files that are common between both win32 folders (between the c2/nwjs and the v13 alpha 5 from github) then they occupy different sizes on disk, so there is definitely a dfference. The github files use: 84,675,498 bytes and the c2 installed files use: 89,490,714 bytes. Something's amiss...

  • Problem Description

    r217 nw.js preview and export do not open nw.js (with nwjs for v013 installed). Copying package.nw and resources.pak to 32 bit nw v13 folder from github - the exported demo runs correctly. Copying the github files into the c2 nw.js 32 bit folder permits the preview to work properly. Some files also appear to be missing from the c2 nw.js folder structure. c2 nw.js installer downloaded twice, just in case.

    Attach a Capx

    No need - tried platformer example.

    Description of Capx

    Default.

    Steps to Reproduce Bug

    • Select nw.js preview and run the layout.

    Observed Result

    Nothing happens, not even a background service.

    Expected Result

    Normal nw.js preview.

    Affected Browsers

    • N/A

    Operating System and Service Pack

    W10 64 bit, AMD A10-5800K, NVIDIA GTX 750 Ti.

    Construct 2 Version ID

    r217 64 bit with nwjs-for-c2-v0-13-0.exe installed.

    Reverting back to previous nw.js v12 and r216 and everything works ok.

  • Put your image in dropbox public, then put the public link url inside the usual (img) ....(/img) bbcode nonsense (square brackets required) in the forum signature section of your profile edit. Took me a little while to figure it out too.

  • Change the version number of the game in the editor before export.

  • Have a look in the debugger and see whether the game is being rendered using webgl or canvas2d... It sounds like you are not getting hardware acceleration

  • , I had deleted the original demo, so try this capx for an alternative method. I actually think that this is better as it gives you the option of having a shadow as well .

  • It took me approx 700 events to get the physics behaviour to behave the way I wanted it to. Think of it as a 20 mode FSM, with each stage progressively added onto the last, starting with a simple move left/right with appropriate accel/decel profiles, then jump, then land, then crawl, then push/pull another physics object, and so on... It was all done using events to control the player's physics object, stop it from bouncing, move it up/down slopes correctly for the appearance I wanted. A real in-depth and fun project, but it took on a bit of a life of its own - it was good fun to do but, now I've done it, I'm not sure that I'd do it again (I'm drawing up another platformer while I wait for Steam Greenlight, and it will not use phyiscs for the player). It might be easier to use the Chipmunk physics plugin, if you're unfamiliar with both, because that at least permits you to have more access to core physics behaviours and information than the c2 physics port of Box2d does.

    Edit: I'm now familiar with the limitations of c2 physics engine, and their are small modifications that can be made to permit kinematic bodies, so I might consider making a personal port of it to work with if I need to.

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  • Hi davy421, I'll see if I can find the file for you. However, I fear that some over-zealous folder clearing on a new computer might have sent it to oblivion... In which case give me a while and I'll create a new one.

  • It was just a guess - I hope it fixes it!?!

  • Sorry - in that case I don't know what could cause the problem. I am not sure whether or not multi-touch should be supported by cocoon.io; I am presuming it is otherwise you would have received error messages in the launcher. is the forum expert on all things Ludei - perhaps he might be able to help...?

  • Did you change the version number in the editor?

  • Yup, me too. I zip the c2 folder system and all art program files every few days and store the latest in the cloud. It saved my life twice over the last year alone: paranoia is a good philosophy for looking after your hard work.

  • If it works on the Ludei launcher app but not after compilation then it sounds like it's probably a bug with cocoon.io... Your best bet might be to contact them directly; they'll probably ask for a copy of your project to see what's going wrong. It's been a long time since I used cocoon(js not io) and they typically took a couple of days to answer emails, but I'm sure they'll be interested in fixing their product. Out of interest, do your previews work in chrome browser on your mobile?