3030's Forum Posts

    biggity bump for commercial game love <3

  • Hey Refeuh, i'm still receiving this error on version 216 of C2 and was curious what your workaround exactly was? Specifically the part about delaying the lookup?

    Thanks!

  • Actually I think i managed it, I modified the edittime.js to include the font stuff (not sure if required) then edited the stylesheet to generate the font references and made * { font-family: 'myfontname'; } and its good! Hope that's cool. I havent tested to see if it builds with that... but im assuming it does based on the 'required' file list...

  • Hey , could you let me know the safest way / possibility of using a custom font in the notification box? I mean basically a webfont that i have installed to the files with the project... is it doable? Thanks man!

    >

    >

    > Heres what I do from windows for the Mac build:

    >

    > - 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.

    >

    Do you do that ContentPrep thing on the Mac before uploading it?

    I do not. I upload from windows tho to avoid any mac permission screw ups that happen when transferring from parallels to mac finder.

  • linkman2004 , are you available for hire to look at an issue I've been having with Cosmochoria? I hit you up creepily on FB, but let me know if you might have some time to help out for a paid gig..

  • couldnt you just trigger the audio in the same place you're displaying the layer?

    • when something happens

    - display layer

    - trigger audio once

    ...?

    edit: like liquidmetal's solution haha

  • Dammit, , my next game was about a violent hippie fly with guns mounted to his shark legs that shoot giant caterpillars.

    There really is no such thing as a new idea is there...

  • hard work

  • eurogamer.net/articles/2015-05-22-cosmochoria-review

    Review on Eurogamer! It doesn't get much bigger than that! ?

    Haha thanks yeah that blew my mind the morning I saw it

  • Have you ever got help on the forums in a substantial way? Anyone ever go out of their way to help you? Perhaps a special thanks section. Did you not use any of the numerous free plugins provided by guys like rexrainbow, R0J0hound, linkman2004, etc? Perhaps an 'additional programming by:' section for those ones?

    If you truly made your game all by yourself for however long it took and had no outside influence or help in any way then you should be proud to put your name down as the sole line of a credits page.... chances are there are more people that helped you get there than you first thought, though.

    Congrats on finishing the game!

  • no, my 10.5 exports 64 bit versions as well, i dont think they are actually functioning tho cuz i just throw them straight to the trash. i use the linux 64bit build, but thats it.

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  • yikes that's troubling.. I planned on releasing my game next spring.. do you think I should try to roll back to r187?? (also 10.5 allows Fraps to work.)

    I don't think I've used any of the new features... seriously.. why do I ever update anything? I always get burned!

    sorry, i think you misunderstood. Im using the latest version of Construct 2. But im using the 10.5 node-webkit exporter (since it's a standalone install i can put 10.5 in there) and all is working fine.

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  • dude just pay for the license for C2 to export to EXE/Mac App/Linux. You're saving more than enough time messing around with prepping your own NW builds to avoid paying $100.