ErekT's Forum Posts

  • This is literally one of the easiest things you could possibly code yourself O_o;;

    Hehe, yeh it is. I figured out how not long after I posted and forgot all about this thread

    For people who wonder:

    Set Platform Vector Y to -Object.Platform.JumpStrength

    Sure, coding in a double jump manually wouldn't be too hard. However the double jump feature is already built into the platformer behavior, would be nice to be able to simply reset it.

    Yep, would be a handy and natural fit for the behaviour.

  • +1. Would be very useful.

  • Fisholith made an example here:

  • Thanks

  • Oh that works great! Thanks so much for the help

  • The way window size works right now is it includes the window borders when you set resolution. So if I set window size to 320x256 in Windows 7 it'll fit the window borders inside that resolution so the actual game window is only 304x218. Problem is, window border size varies between OS'es, Windows versions, and theme settings so it's impossible to make sure the game always runs at the same resolution in windowed mode. If I run the same 320x256 res in classic mode for instance, the game resolution is suddenly 312x218.

    It would be great if we had an alternate window size setting that made window borders expand to fit the game resolution instead of the other way around.

  • Is there a way to set the window width and height with the NW.js object independent of window border width and height? I need pixel-perfect sizes for window modes and it's hard to get it right when I need to take the window borders into account. Do they even stay the same pixel size for different OS'es?

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  • This would be a useful addition to the platform behaviour I think. Enables us to do things like multiple wall jumps or upwards swimming more easily.

  • I think that post is out of date and nVidia allowed support for high-performance GPU in browsers eventually.

    Yep, still it's good to have a solution for people with old-ish dual gpu's.

    Still, the next version of C2 has a new "rendererDetail" expression which in Chrome and IE can return the renderer hardware info e.g. "NVIDIA GeForce GTX 660", which should make testing this easier.

    That'll come in handy, thanks!

  • I found this:

    http://superuser.com/questions/645918/h ... rd-optimus

    [quote:3b9l7d3x]According to NVIDIA, chrome and firefox both have been disabled from using the Nvidia GPU by design.

    [quote:3b9l7d3x]new nvidia drivers allow running with nvidia gpus, but you still have to run chrome with

    --disable-gpu-driver-bug-workarounds

    parameters. otherwise backend always uses intel gpu. you can check this on

    chrome://gpu

    page and see for yourself.

    Changing the flag worked great, hopefully I'm not disabling some important bug-workarounds in the process <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • Thanks! I found out I can just open nw.exe from the install folder and type in chrome://gpu there. And I see it sticks to using intel integrated no matter what I try to override it. Balls.

    There's no doubt quite a few people with this dual-gpu thing in their laptops out there, and if those computers refuse to switch to the dedicated GPU for NW.js apps then that's a performance problem. I guess there's not much we or Scirra can do about that?

  • I have a dual gpu in my laptop that's supposed to switch to a dedicated Geforce chip for gpu-hungry apps, but I suspect NW.js is always using the integrated chip. There's an easy way to tell in Chrome with "chrome://gpu" so is there anything like that for NW.js too?

  • Wow! I made a post like five seconds ago and it's already being pushed down the list by spam.

  • Like said.

    There's no true fullscreen to be had with NW.js, which is a shame cos it impacts performance somewhat even with the low quality/layout scale trick.

  • In case you haven't tried, in Windows 7 at least you can just grab the window while it's loading and drag it to the secondary monitor before it goes fullscreen.