Danwood's Forum Posts

  • I run my game via NW.js, and i have put a link in the game's main menu to our website. When i run the link while ingame, it opens a browser window, which is not the default browser i use for internet (chrome) but a window... i want it to open the default user browser.

  • It's a different problem!

  • I made a button linking to our website, in the game menu (game is running in NW.js), but it opens an undefined windowed browser, not my default browser (chrome). I want it to use the user's default browser, how can i archieve it?

  • R205 crashes also for me on Undo

  • Best of both worlds, awesome concept <3

  • I know what you're coming from because i was in your very same situation nearly 2 years ago. I'm working on a huge project, which is not even a game to be honest, it's an eco-system sim, like the old simlife, but with a survival simulation built-in, with ridiculous complex survival mechanics (stuff like proteins in your blood, liquid lost by sweating and so on). The game needs to track thousand objects on a huge single map (that can be resized at new game) as well as the character variables (at least 50 object variables...). Recently, with the big V-sync issues coming from Chrome, the game used to jerk sometimes, but the situation is getting better and better at every new version, and it is now nearly ABSENT in NW.js (as latest alpha 12), and i suspect it will get even better. The game runs just fine on my low-mid PC.

    Also, i want to point out C2 is truly a freaking awesome piece of software: devving with it is like a hot knife cutting butter, and me and my team wouldn't be able to work on our dream-game without it, even with high programming skills and Unity.

    So, by all means go on!

  • C3 will be using the same runtime as C2 so it should be highly compatible. However at this point it's simply too early to say anything for sure.

    This pretty much settles it for now :3

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  • NW v13 is out! https://github.com/nwjs/nw.js

    Problem is it doesn't work, it says "resources.pak not found in C:/etc../Temp folder". Even when exported it says it cannot find a compatible NW version!

  • I'm glad to read C2 projects will be exportable to C3, but i'd like to get more info about it.

    Me and my team are working on a rather large and complex project (7000+ events so far, with functions & families) and it still requires tons of work/time to get completed (and i'm sure Ashley will be proud of it!), so we're really eager to move to C3 to continue working on it when it's stable.

    My questions is: will we be able to safely export it to C3? Is it likely there will be compatibility issues, glitches and stuff alike AFAUK?

  • Problem Description

    When pausing and resuming a non looping sound, the second time you repeat the process seems like the sound isn't recognized with its given tag.

    Attach a Capx

    http://www.mediafire.com/download/o7tc4 ... d+BUG.capx

    Description of Capx

    At layout start a non-looping sound (heartbeat) will play. You can pause/resume the sound by pressing SPACE.

    Steps to Reproduce Bug

      [1] Press SPACE to enable Pause, the first time the sound should stop as intended. [2] Press SPACE again to exit Pause and resume... again everything normal [3] Repeat.

    Observed Result

    After one pause-resume cycle, the sound doesn't PAUSE as it should, but instead continues playing during Pause mode. Seems like after resuming, the sound isn't recognized with its given tag anymore.

    Expected Result

    The sound should ALWAYS pause/resume correctly when you press SPACE. Note that if the sound is set to "looping" the bug doesn't occur.

    Affected Browsers

      Chrome: (YES) FireFox: (YES) Internet Explorer: (not tested)

    Operating System and Service Pack

    Win7 ultimate SP1 (64bit)

    Construct 2 Version ID

    201 beta

  • In the manual it says this:

    [quote:2obwj1fa]Effects are visually impressive, but can slow down the game's performance considerably if over-used, especially on mobile. Using an effect on objects with many instances is especially slow - often it is much more efficient to place all the objects with the effect on their own layer, then apply the effect to that layer instead. This allows the effect to process everything in one go, rather than having to inefficiently re-run the effect for a small object over and over again.

    So, if you put the effect on the layer and not on the object, i think it doesn't matter how many objects are on the layer.

    Thanks!

  • I'm quite seasoned with C2, so i'll be a surprise for you this is coming from me but...

    We have 2 layers, layer A has 1 object, layer B has 1000. Both gave "Vibrance" effect applied.

    Does the engine use the same amount of resources to apply the effect to both layers? or layer B drains more?

    Yes, i'm a nawb, but vote our game anyways if you happen to like it <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">

    http://steamcommunity.com/sharedfiles/f ... =331479068

  • Looks like you're easily distracted once you start a project. Try forcing yourself to work on ONE thing until its completion, maybe scheduling the amount of work to invest into it each day.

  • Done, i stored the mouse X/Y values every 0.5 sec and checked them every tick to see if the mouse is moving or moved. If there is an even simplier way please lemme know

  • Is there a way to make a condition that checks if the mouse is being moved?