Danwood's Forum Posts

  • It's probably less confusing to users if you stick to the supported version on the forum.

    https://www.scirra.com/nwjs

    Which is exactly the one that's more CPU intensive, assuming you don't revert back to 0.23.0 <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

  • NW.js v0.24.0 (stable) is more CPU intensive than a previous version.

    The Beta1 from june 15, from my tests, uses much less CPU.

    https://dl.nwjs.io/v0.24.0-beta1/

    Just a warning, i don't know what's the reason, but i reverted back to Beta1 and stick with it until next version comes out <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

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  • Danwood since Chris hasn't been online for almost a month now, I'll just provide a link to the version that was in my effects folder:

    Download

    Thank you!

  • Thank you Ashley!

  • Usually NW.js updates are checked and released (if they work) within a couple of days. You've been really quick off the mark here, I've hardly just got in to the office since it was released

    lol xD i'm pretty addicted to refreshing the NW page

  • NW.js v0.23 stable is released, but it doesn't run when copied to the exporter folder (as i usually do to update in advance).

    https://nwjs.io/downloads/

    Ashley is the official C2 adapted version coming? Or is there an easy fix for the one from the NW site to make it work with C2 r244?

    Thanks!

  • THe link doesn't work anymore, is there a working link for this effect?

  • > The AMD/NVIDIA thing is just brilliant, is it in rev 0.22 beta1 afayk?

    >

    I've asked them about the current progress, let's hope we'll get a response soon.

    EDIT: Got a response in less than 5 minutes, just amazing.

    (

    )

    Still not in the nightly build, not a big deal as long as it will get implemented

  • The AMD/NVIDIA thing is just brilliant, is it in rev 0.22 beta1 afayk?

  • I see NWjs v 0.21.1 is available for download, anyone tried it already?

    It works fine, but i'm on 0.22 now

  • Just make the features you want to be separated modular (so you can swhich them on/off with a variable).

  • I'm wondering if there's an easy way to check if a sprite is overlapping another sprite or a coordinate, with one of its imagepoints. So far i've just created a second smaller sprite on the imagepoint i wanted to test, tested the overlapping and destroyed it. But that's inefficient and requires to test For Each instance.

    EDIT: seems like i can use pick overlapping point: can i use it without for each, if i need to test multiple objects?

  • Problem Description

    If you issue a wait and after it a CONDITION and an action, if you save/load during the wait, the action is not carried out.

    Attach a Capx

    http://www.mediafire.com/file/pb9dr3id2 ... d+bug.capx

    Description of Capx

    there's a button that starts a wait, and after 10 seconds the button is destroied. if you save and load during the wait, the button is not destroyed as supposed to.

    Steps to Reproduce Bug

    -start the wait/timer

    -save

    -wait 10 sec -> button is destroyed

    -load -> wait and no destruction happens

    Observed Result

    the destroy action is not carried out after loading the game

    Expected Result

    the destroy action should be carried out after loading, even if using a dummy condition (check the events for explanation)

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES
    • NW.js YES

    Operating System and Service Pack

    Windows 10 ultimate 64bit

    Construct 2 Version ID

    243

  • Use Else.

    For example:

    • Object is not between 179-181 -> no events
    • Else -> destroy

    You can add trigger once after Else to optimize

    You should also add a condition to pick all the objects at 180°, since Else doesnt pick them

  • I've encoutered an issue with buttons and the dragging behaviour:

    Do the following:

    - Create a button, and create a Sprite with the dragging behaviur, put the button ON TOP of the Sprite.

    • Try dragging THE BUTTON (nothing happens).
    • Now drag the draggable Sprite.

    What happens is the bug...

    Now, I know some of you will promptly recommend to avoid the premade buttons al along, but it's too late, as our project has hundred of them!

    I know there are some js commands to disable certain built-in features, like "document.addEventListener('contextmenu', function(e){e.preventDefault();}, false);" used to disable the NW.js context menu, etc.

    So I'm asking if there is a similiar way to disable the "button" dragging thing... would be really appreciated!

    Thank you

    UPDATE1: I've found a dirty workaround, when mouse id over a button, the sprite disables the drag behaviur, and vice-versa. I don't like it but at least it works.

    UPDATE2: I've concluded the bug has nothing to do with dragging, but it's a button/bar objects problem that arises if you mess with them for some time. I think a fix can only come from js.