3030's Forum Posts

  • interesting . this is the same thing im posting about on my thread

    I bet if you ran your app on a mac it would look great

  • OK, so i think the issue is that the 'background' property does not work. I can add a "border" as a property name and "4px solid #F00" to add a red border to the progress box, but adding "background" as a property and a color always changes the color to a dark/greyish green, not the colour i specify.

    Is it possible to get a list of what the elements are classified as / what property names to use?

    Ie. How do i change the background of the progress bar? How do i change the bar itself?

  • Not me personally, but every one of the screenshots a colleague has sent me (she's on a windows machine) have the same issue as above - blockier / weirdly anti-aliased graphics and sprite fonts.

  • Nope, 100% Full screen, though the anti-aliasing is unrelated to being fullscreen, if its in windowed mode, it looks just as bad/different -- arguably more-so because the sprites are smaller/harder to see finer details.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Well it seems i still don't get it?

    This is what im using in the fields... is this incorrect? I thought this matches the tutorial posted...

    Any help / guidance greatly appreciated Ashley

  • You can set any CSS value the browser understands. We can't possibly document all of CSS - there are existing websites covering how CSS works which you can use as a reference.

    Ashley

    Actually i know CSS, this is what I was asking for: the method of putting into that field.... There was no example or documentation of how to enter these values in. It seems i was on the right track, but didnt try it with quotes. Would be worth putting this screenshot in the manual maybe..?

    Thank you for the tutorial / example Colludium

  • Sorry, my bad for not posting more details. This is Node-Webkit v.0.10.5 export running straight from Steam on mac & windows. So Chromium/Chrome i guess.

  • (Or anti-aliasing for future search result reasons...)

    I was curious why anti-aliasing seems so messed up on Windows, or is it something im doing wrong. When I take a fullscreen snapshot of my game running, it looks soo much better on a mac. This is zoomed in so you can see the difference, but zoomed out at normal size it's still quite harsh & feels so much less 'smooth' than it's meant to be.

    I thought maybe it was just Windows rendering shittily in general so I took a screenshot i made on a mac at the same resolution and made that fullscreen in windows then screenshotted that fullscreen image and it still looks just as good as the mac, (obvious i know but it made me feel like i wasnt crazy).

    Whats up with this? Is this a known thing? can it be tweaked?

    [attachment=0:1ic8bhj5][/attachment:1ic8bhj5]

    Thanks!

  • <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    http://steamcommunity.com/app/293240/di ... 703099919/

    best anti piracy ever would be to make sure your game is not fun at all to play.

    ;D

    Yeah it took a while to figure out when i first did it but first you gotta set up the separate depots then make sure your scripts folder has matching depot id files and that those files are all referenced in the main depot script. How far along in the process are you / what have you done so far, maybe hit me up on email i donno if this stuff is NDA protected..

    Your APPID is in Steamworks, ie, it has been assigned by Valve. This only works if you have a game on Steam, i believe. I cant test unless i actually upload my build to steamworks and then download it through the steam app.

    andreyin, make sure you just straight up trash the 64 bit Windows and Mac builds if youre posting to steam. The Greenworks plugin seems like it doesnt have 64 bit support at the present time, so you pretty much have to rely on the 32 bit builds for now until that gets updated.

  • When I export via HTML Website, I see .js files. These are JavaScript files, right?

    If Construct2 had the ability to export in JavaScript for desktop, then we'd lose the reliance of Node-Webkit and could export native desktop applications.

    But then again, Construct2 writes it's code in HTML5. But imagine if it could alternate between HTML5 and JavaScript, or maybe something else like C#. That would be make the engine even more powerful and give it some real big desktop chops. But dreams are dreams.

    Construct *does* export javascript... thats why we need something like node-webkit to make an executable out of it because otherwise it requires a browser to run. tho are you confusing javascript with java?

    thanks a million ASHLEY.

    Was looking at greenworks.js and noticed it's looking for greenworks-osx64.node and greenworks-win64.node which doesnt exist. thats prolly why it was borking on the 64 bit builds.

    Also curious if there was any interest in putting any time into additional API calls for the plugin - stuff like leaderboards, etc. I was interested in seeing if i could duplicate the achievement setting code to try and patch together something for leaderboards, but i figured if you are already working on something like that, it would be silly for me to do a half assed version myself haha. That being said, I'd be willing to try it if you havent started and would share my success if it helps get a more official steam plugin together faster.