3030's Forum Posts

    Ashley Sorry this is so sudden does anything look familiar? Was using the same process I was using as before to upload builds to steam with the steam api injected into the packages...

    edited out cuz i look like a tool sending a 45 page error log.

    is anyone else getting an error with the latest nw exports uploaded to steam if you're using the greenworks plugin? This is what i see when i run the app:

    Uncaught node.js Error

    Error: The specified procedure could not be found.

    C:\Users\NATESC~1\AppData\Local\Temp\nw1964_32649\greenworks-win32.node

    at Error (native)

    at Module.load (module.js:354:32)

    at Function.Module._load (module.js:310:12)

    at Module.require (module.js:362:17)

    at require (module.js:378:17)

    at Object.<anonymous> (C:\Users\NATESC~1\AppData\Local\Temp\nw1964_32649\greenworks.js:13:18)

    at Module._compile (module.js:454:26)

    at Object.Module._extensions..js (module.js:472:10)

    at Module.load (module.js:354:32)

    at Function.Module._load (module.js:310:12)

  • Thanks so much TiAm! I was curious though, does that mean you are creating 1500 bullets in your layout? I feel like my game might be able to use this optimization to help with CPU load but im not sure the practice. I should read the thread you posted haha.

  • This can work wonders if you have a lot of bullets flying around (or any other small objects). Explicit recycling of bullets cut my CPU usage drastically. However, I think it depends on how many objects you are dealing with. I have up to 1500 bullets onscreen at once...were there only a couple hundred, the difference might not be so dramatic.

    Could you help explain what you mean by this exactly? For example, what is the lifespan / timeline of a bullet exactly?

    Thank you so so much

  • interesting... will experiment with this.. Wish there was just some documentation on using that style property field assignment since it seems to be part of the engine already... Ashley - is there any way to get a bit more detail on how to use that functionality?

  • This is stressin me out, yall. I'm still using 185 for my Steam early access builds. It sounds like im pooched if i upgrade to 187, correct?

  • I have sold just under 1000 copies of Cosmochoria in early access since Sept 29th, 2014 which is allowing me to complete the development at a higher rate.

    I also gained the support of 1200 or so Kickstarter backers this May for $28,000 which, after rewards, fees, etc, ended up being about $15,000 that i could put towards development.

    This was all after working on Cosmochoria for 6 months full time 8-12 hours a day, so working a full time job still would have been better if I was just interested in money.

    Cosmochoria will leave Early Access and the true test begins next January/February.

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    Also, - re: your other question - i just set the achievements not checking if they're already set - i think steam knows if its already 'achieved' it wont notify / unlock again, so no other effort required on your end. Just be sure you're triggering achievements and not accidentally putting them in a loop. It probably wont be obvious but just to be sure you're not sending the achievement if x=1 every tick or something like that.

    Heres what I do from windows:

    • rename the game.app file to nw.app - dont know if this is required, but i do it anyway.
    • put steam_appid.txt file with the steam app id as the only contents into the folder with the nw.app
    • Double click nw.app - should act as a folder. Navigate to: Contents/Resources/app.nw - this is essentially the same thing as the zip folder on the windows side of things.
    • Copy the libsteam_api.dylib from the "osx32" folder of the "sdk/redistributable_bin" from the steam SDK into this folder.
    • done! upload to steam as per usual.

    Amazing news! Does this help with missing Steam overlay or is that a separate node-webkit issue?

    Edit:

    For anyone else OCD about the plugin icons in C2, here's a temporary icon for you until it gets an official one.

    Download here

    I think it's a separate issue entirely. Overlay works on Mac for me, but not in windows. I've reported to rogerwang here: https://github.com/rogerwang/node-webkit/issues/2560 if you want to add any comments there..

    - Do you want mac steps from mac or mac steps from windows? From windows is easier for me since i keep everything for uploading to steam there too.

  • Cosmochoria — Now for sale in the Scirra Store!

    https://www.scirra.com/store/games/cosmochoria-316

    <p>Cosmochoria is a love letter to old-school action / arcade games like Asteroids, Mario Bros. and Donkey Kong. Cosmochoria is a mesmerizing way to kill hours: hopping between planets, unravelling forgotten mysteries, killing aliens & giant space monsters and planting mysterious seeds to sprout new life across a long-barren galaxy.</p><p>You play the role of a tiny pink naked cosmonaut who 'finds himself' in a distant galaxy. While no story is immediately apparent, consecutive games will begin to reveal some of the deeper mysteries surrounding the universe around you.</p><p>You are free to roam the galaxy in search of these secrets, or to remain on a single planet, establishing a home base to fight aliens and tend to your galactic garden.</p><p>Game Features: </p><p>[-] So much Pew Pew Pew High Score arcade action. </p><p>[-] Plant seeds to sprout new plants, new plants give more seeds.</p><p>[-] Grow plants to fill dead planets with your Love Juices.</p><p>[-] Massive UltraNova Explosions Like from Contra III.</p><p>[-] Build Towers like a construction BOSS.</p><p>[-] Procedurally generated galaxy. Each game is unique like a snowflake. </p><p>[-] Aliens poop crystals from their bums before they explode. </p><p>[-] Spend said poop crystals at the upgrade shop to improve your abilities. </p><p>[-] Radical interstellar screen sized boss fights. </p><p>[-] Mini-Map Upgrade plots your cosmic journey. </p><p>[-] Warping around the whole place like U really mean it.</p><p>[-] Fresh electronic soundtrack by Ilkae, Zebra & Mantrakid. </p><p>[-] Hand Crafted Vector illustration stylee. </p><p>[-] Form Deeply Special Bonds with Secret Cartoon Animal Pets.</p><p>[-] Befriend an old hermit alien at his wooden shack. </p><p>[-] Discover hidden artifacts strewn across the galaxy. </p><p>[-] Fire Bullets into a whole bunch of Bad Guy Faces.</p><p>[-] Float NAKEDLY all over Outer Space!!</p><p>Cosmochoria is in Early Access development.</p><p>See cosmochoria.com for more details.</p>

    Use this topic to leave comments, ask questions and talk about Cosmochoria

  • Please add me to the list of people wishing there was more documentation on how to use the style elements... so far i can try putting 'background' in the style element and then '#000000' in the style value.. but that doesnt seem to actually be working the way I'd expect... for example it makes the progress bar flat green, but there is no way to change the colour...

    is there an example of proper progress bar styling or how to use those style fields?

    thx!!

  • Just use the vignette fx/shader on the whole layout?