Danwood's Forum Posts

  • As title...

  • I know form controls are no longer supposed to check external imput aside "on click", but my project would greatly benefict from a way to test is the cursor is over them. Is there way way to do so? I've also tried to create a sprite, but still no results..

  • As title, when right click on a button it shows the web context menu, or when middle clicking shows the scrolling icon, is there a way to disable it?

    In C2 i used to disable them with js code, but the same doesn't work in C3

  • When porting a huge project from C2 to C3, is it better to first load it to the last C3 version supporting the C2 runtime and then the latest C3, or directly to the latter?

  • Basically, after a very long time running the game (or just high timescale) the Water Background effect starts to progressively glitch.

    How to reproduce:

    - Create a project with a simple coloured sprite

    - Apply the effect Water or Water Background to the layer or sprite (its the same)

    - Use a key to set timescale 1, and another one for timescale 50.000

    - Run the game, set to 50.000 timescale for a few seconds, and go back to 1.

    You'll see that the effect becomes more and more glitched.

    *The issue happens also with lower timescales, even 1x after very LOOONG time.

    *The issue happens also if you disable the effect during said ingame time and enable it at the end, or if you spawn a new instance with the effect and delete the old one.

    *It also happens for Water effect (and possibly other effects).

    *It also happens on C2.

    *I'm on Win11 and using NW.js latest version.

    I'm basically desperate, as i dont want to give up the effect because of this problem, will also report the bug on Github. I'd love to have a solution also for my C2 project, because i can't migrate to C3.

  • I have a very big and complex project on C2, and found a potential engine bug happening for the effect WaterBackground.

    Basically, after a very long time running the game (or just high timescale) the effect breaks away.

    How to reproduce:

    - Create a project with a simple coloured sprite

    - Apply the effect Water Background to the layer or sprite (its the same)

    - Use a key to set timescale 1, and another one for timescale 50.000

    - Run the game, set to 50.000 timescale for a few seconds, and go back to 1.

    You'll see that the effect becomes more and more glitched.

    *The issue happens also with lower timescales, even 1x after very LOOONG time.

    *The issue happens also if you disable the effect during said ingame time and enable it at the end, or if you spawn a new instance with the effect and delete the old one.

    *it also happens for Water effect (and possibly other effects).

    *I'm on win11 and using NW.js latest version.

    I'm basically desperate, as i dont want to give up the effect because of this problem, and cannot upgrade to C3 due to the complexity of the project...

  • No updates for the "Alt+Space context menu", "Icon low quality again" and "Steam Overlay rendering above window bar" issues. Will try to keep everyone posted.

    Thank you, that issue can be a bit annoying since many games use Alt and Space as default buttons, and pressing them together can happen.

  • Hey there, is there a way to disable the Alt+Space windows menu?

  • I noticed this post was 3 YEARS OLD... HAs anything been done to make it easier to get a game on STEAM (Steamworks) or are all theses "workarounds" still applicable?

    This has been updated continously in the past 3 years, so the workarounds are legit.

  • Disabled behaviors are not ticked, so they have no impact on performance. However this has nothing to do with render cells, which is a drawing optimisation that does not involve behaviors in any way.

    I see, so just moving the object or changing Z affects render cells. Thank you!

  • Do behaviours like DragDrop (disabled) or Pin (unpinned) affect performance if applied to sprites intended to be optimized on render cells layers?

    I know behaviours are applied every tick to the sprite, making the render cells ineffective as trade-off in performance, but does this also applies to disabled behaviours (or unused pin)?

  • There has been a NW2 related fix for icons again. Seems like mainly Win10 systems were affected, that's probably why it worked fine on my end.

    Here is the issue (already fixed): github.com/nwjs/nw.js/issues/7236

    I confirm it's fixed now :D

  • Are you sure this isn't caused by a faulty app icon or ResHack?

    You still didn't upload anything for me to test on my end.

    Not using ResHack,

    I'll upload a test project after work!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • > TheRealDannyyy

    >

    > The icon bug doesn't happen with 0.42.4, because NW2 isn't really enabled for me, while in 0.42.5 (nightly build) is.

    That's weird. Try removing the old chromium arg to enable it or download the recently released Scirra build. No clue why or how that could happen.

    Already did that, it's strange. 0.42.4 icon works fine, but nw2 isn't enabled by default, if i add the arg the icon gets glitched again and nw2 enabled.

    0.42.5 is enabled by default as supposed to :S

    I'm on C2

  • TheRealDannyyy

    The icon bug doesn't happen with 0.42.4, because NW2 isn't really enabled for me, while in 0.42.5 (nightly build) is.

    Thanks for the GC thingy, worked :)