Headbang Games's Forum Posts

  • I meant this or this, but I guess if your player can travel outside the screen bounds and you don't want the collision to occur outside the screen then you would need it.

  • Are you guys limiting/filtering your collision checking by picking objects first?

    For obstacles the player can interact with I usually pick the instances with onScreen, pickNearest or by checking the distance first, before checking collision.

    What kind of tricks are you guys using?

  • Still getting this issue in the current version of C2 (265).

    > I didn't notice the fix for the second issue in the latest beta, it works fine with r263.

    Didn't notice it working fine in r263, 262-263 was the version where I noticed the bug first.

    Just the second issue, where jumping in place on a vertically moving platform pushed you to the side.

    The other issue, landing on corners and getting pushed out is still unsolved.

  • Collision is checked only once, maybe the collision occurs before the object is fully on ground or maybe its a bug.

    Try using On Landed for the box instead of collision, it doesn't really matter where it lands, if it can fall through it should work.

    Worse case scenario you can check for overlapping Y in offset between the two or check if the box isOnFloor.

  • I also tested this and can confirm the issue.

    I have a little more details, first, it doesn't matter if the player is mirrored, from my tests you only get pushed if you land with half or more of your collision mask outside the platform's collision mask edge.

    Also if you have another wall above you and you jump in place you'll get pushed to the right, but this time it happens when the platform is going down.

    UPDATE:

    I didn't notice the fix for the second issue in the latest beta, it works fine with r263.

    youtube.com/watch

    badpadgame.com/platformer-pushsolid.capx

  • > TheRealDannyyy

    >

    > Maybe you want to add this info to your guide for everyone to see.

    >

    > construct.net/forum/construct-2/how-do-i-18/how-to-integrate-steamworks-in-137049

    Not sure what you'd like me to add where?

    1. A link to the installation instructions (just to keep it all in one place for everyone).

    construct.net/construct-2/addons/83/greenworks/documentation

    2. The user needs to make sure he doesn't update NWjs beyond the supported version by greenworks (sometimes greater versions that are not published in C2 (both NWjs and greenworks) work, but it requires user testing, for example I'm using NWjs 0.29.4 with greenworks 13 0.29.4, both are not available for download through C2 website).

    3. Where you can download all greenworks and NWjs versions.

    github.com/greenheartgames/greenworks/releases

    dl.nwjs.io

    4. What to modify on greenworks.js to make it compatible with C2.

  • These are all things you manage from within your steamworks account and are not related to C2 or greenworks or steamworks sdk.

    You can generate keys for testing from you steamworks account even if your game is not available.

    And you need to update your packages with the new files for the users to get an update.

  • It's not just downloading time, it is also loading into memory time, scripts, assets and sound files, on large project this can take a few seconds and even more on slower machines.

  • TheRealDannyyy

    Maybe you want to add this info to your guide for everyone to see.

    construct.net/forum/construct-2/how-do-i-18/how-to-integrate-steamworks-in-137049

  • If you just need the overlay and achievements you can use the greenworks plugin.

    construct.net/construct-2/addons/83/greenworks/documentation

    If you have the video object in your project you better go with NWjs 0.29.4 and greenworks 13 (0.29.4).

    If not, you can go up to NWjs 0.30.5 with greenworks 13 (0.30.4).

    dl.nwjs.io

    Versions greater than 0.30.5 are not supported yet, you should follow up on greenworks for updates

    github.com/greenheartgames/greenworks/releases

    After downloading the greenworks plugin from github you need to edit greenworks.js and remove 'lib' from the path on all the requires.

    Example

    change

    greenworks = require('./lib/greenworks-osx64')

    to

    greenworks = require('./greenworks-osx64')

  • When The Rocky Horror Picture Show and Jack Black met Super Mario.

    Bad Pad, hard rock musical comedy metroidvanian platformer.

    The wacky premise of Bad Pad is told in songs and is set around a gamepad's buttons who came to life, their endless battles, tons of jumping, mind controlling machines and a little bit of time traveling.

    Join Square in his adventures, survive Evil Pen's hellish castles, help save Hexa and Trapezoid and probably the rest of the world!

    store.steampowered.com/app/517210/Bad_Pad

    badpadgame.com

    youtube.com/watch

    youtube.com/watch

    youtube.com/watch

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  • TheRealDannyyy Thanks, I obviously meant outside of this post, I read your guides and all the comments plenty of times and it saved my *** more than once, I really do appreciate your time and effort!

  • I was kind'a hoping of getting this answer when I previously asked if I should keep NWjs up to date and if there are any known issues with the latest version.

    But that's ok, next time I'll know when not to update.

    Are there any other issues like this documented somewhere around the site I should know about?

  • Does this plugin has support for NWjs version 0.32.0?

  • Another in depth testing.

    Up to NWjs 0.30.4 greenworks 12 works fine.

    NWjs 0.30.4 - 0.30.5 greenworks 13 works fine.

    From NWjs 0.31.0 greenworks node library stopped loading, the overlay loads fine though.

    The new 0.32.1 is also not working.

    Ashley

    I'm releasing tomorrow and I really don't want to release without the achievements working.

    Is there anything I can do on my side beside rolling back to NWjs 0.29 ?

    I don't want to go to 0.30.5 cause of the video memory leaking bug.

    Should I expect issues with local storage saves after rolling back?

    If so, is there anything I can do to prevent it?