ErekT's Forum Posts

  • Didn't help either unfortunately :/ Ah well, I'll just let it be for now I think.

  • I can't download it for some reason (download button greyed out). Can you post a screenshot of the event sheet instead?

  • Mm, I tried it and there's no difference. So weird.

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  • I completely misunderstood what you were trying to do, lol.

    Colludium:

    Hehe, A for effort brudde

    zenox98:

    That worked. But I don't understand why my example doesn't?

    Okay. To clarify, I'm trying to run an executable that changes OS resolution to something lower on game start, then switches back to the original resolution when the game quits, gets suspended, or goes into window mode. Does it have to be an 'on clicked' event maybe?

  • zenox98:

    Oops, forgot to set it for the example capx. Anyways, I meant to say 'export project' in steps to reproduce.

    Colludium:

    Ah, doing 'run file' on dxwebsetup.exe was just for testing actually The problem is I can't get the nwjs 'run file' command to run *any* executable files.

  • Code?

  • Problem Description

    The nwjs command 'run file' doesn't do anything.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/705 ... e_bug.capx

    Description of Capx

    Bare-bones capx that tries to execute dxwebsetup.exe from within its build folder on start of layout.

    Steps to Reproduce Bug

      Export the project then run it.

    Observed Result

    Nothing.

    Expected Result

    dxwebsetup.exe gets executed on layout start.

    Affected Browsers

      nw.js

    Operating System and Service Pack

    Windows 7 Home Premium Service Pack 1

    Construct 2 Version ID

    210

    -----

    I guess I could just be using it wrong, but I don't see how from reading the manual.

  • Try to put the condition "player is overlapping background" directly into the "while" event instead of a sub-event. Right now the while loop doesn't have any conditions associated with it.

  • I've tried doing it like this:

    On start of layout            |  System            |Set OrgScreenWidth to Browser.ScreenWidth
                                     System           | Set OrgScreenHeight to Browser.ScreenHeight
                                     NodeWebkit       | run "qres_launcher.exe"
    [/code:he4y11st]
    ... and nothing gets run. Am I misunderstanding something here?
  • Fillrate can be a big bottleneck on high desktop resolutions and weak gpu's, so I've been looking into ways to force resolution switches to deal with it. The best resolution switch program I was able to find was Display Changer so I wrote a little launcher program to set preferred game resolutions without having to mess around with .bat files. You can get it here if you want to check it out (PC only nw.js builds):

    https://dl.dropboxusercontent.com/u/70562654/Launcher.zip

    Place 'Launcher.exe' and 'launch.txt' in your game folder, open launch.txt and set 'Prototype.exe' to whatever your game.exe file is called. The next lines are resolutions you want the game to be run in:

    Prototype.exe (replace with name of your .exe)

    1366 (target resolution width 1st priority)

    768 (target resolution height 1st priority)

    1024 (target resolution width 2nd priority)

    768 (target resolution height 2nd priority)

    800 (3rd priority)

    600 (etc)

    640

    480

    The launcher will try to run the game in the resolution on top of the list. If the graphics card or monitor can't do it it'll try the next one instead, and then the next one etc. If none of the resolutions are available it'll settle for running the game in native desktop resolution. There's a maximum of four resolutions you can include in the text file but you don't need to put that many in there if you don't want to. Include three, two, or one and it'll work just as well.

    You'll also need to download Display Changer and place dccmd.exe in your game folder. Link here:

    http://12noon.com/?page_id=80

    Some problems:

    No proper switching to window mode. The custom resolution will stay in effect until you quit the game. Same with Alt-Tab.

    Display Changer license fee for commercial projects is pretty brutal: 500$.

    So I've been thinking about trying to write my own. Maybe even go for a fully customizable launcher window. But before I look into it more I'd like to know is there any way for C2 nw.js builds to communicate with external apps, through a plugin or otherwise? For instance, if the browser object does a 'Cancel Fullscreen' then it would be great if the launcher app could get informed about it so that it can restore the desktop resolution until 'Request Fullscreen' is run again.

  • Um yeah... Just tried again on my laptop and now it doesn't work for me either. It did work fine before but I've done a windows repair and some driver re-installing since then. Very aggravating. This whole node-webkit deal, I'm getting less and less happy about it :-/

    Here's the thread I got the idea from btw:

    https://superuser.com/questions/645918/ ... rd-optimus

  • Try to add this to package-win.json and package-preview.json (in Construct 2/html5/exporters/nwjs/):

    --disable-gpu-driver-bug-workarounds

    Chrome doesn't like some nvidia gpu's and will revert to integrated when it detects them. But this worked for me. Humongous difference!

    Tom Ashley:

    Pleeease fix the logout time, I can't spend five minutes typing a reply without getting logged out and having to type it all over again!

  • Here's a sub-optimal solution that you probably thought of already

    Keep the entire song with intro and all in a single file, then when it's done playing you start looping the second file that doesn't have the intro. At least you won't get a skip shortly after the song starts.

    Hm.

    I agree it's an important thing. Music playback's got to be the most neglected part of any gamedev middleware :-/

  • snip

    I agree with all this. Got to say, reading about some problems make me feel like I live in a different universe or something. I can vibe with the sentiment that C2 feels limited because of certain assumptions about what users need and what they don't. The recent parallax discussion for instance springs to mind. But I don't see why we couldn't recreate Mario, or any kind of platformer gameplay we like, with the platform and solid behaviours and some events to supplement them.

    It's too much work to try and re-create the Mario gameplay so instead I'll do a shameless pimp and provide a small example of a Metroidvania/old-school Prince of Persia platformer situation in C2:

    This is all platform behaviour, solid behaviour, events, and a couple of extra collision boxes to check for types of surface and positions. So I wonder, how complex does anyone need their platforming stuff to be that they can't achieve it with the functionality already in place?

  • I think the gradients you're using crashes hard with the line art. Imo gradient tools and photoshop filters in general tend to make things look cheap: You can tell it's a computer that did the work and not a human being.

    If you're going for a comic look with line art and colors filled in I recommend you have a look at Darkest Dungeon. Check out their dev videos, I remember at least one of them have the artist go through how he does some of the inking and coloring for the characters.

    Beyond that, be mindful of color hue, color values(brightness) and color ramps. Colors, when not handled right, can pull your artwork down in all kinds of ways. For one, saturated colors will always draw attention to themselves. You have a lot of saturation in your background which competes with your player and enemy sprites for attention. That's not good. The interactive objects, *that's* what you want the player to pay attention to.

    Except for neon-lights and other self-illuminated objects we rarely see full-on saturation in the real world. In fact, the less an object is illuminated by light, the less color-saturation it will seem to have. When you're out at night you've no doubt noticed that things seem to be a lot less colorful than in broad daylight. That's because our eyes don't pick up colors nearly as well with poor lighting. The darker colors in your art should reflect that: Cooler colors (red -> purplish, green -> cyan etc) with less saturation. It's also a good idea to vary your color ramps according to this principle. Have a look at these:

    Dull, unrealistic:

    More interesting to look at, closer to reality: