3030's Forum Posts

  • ...but if they get their act together...

    wooop! Glad you're back in business

    The issue is that native modules for nw.js need to be rebuild for every nw.js release. For us this wasn't an issue because we just stuck with one version (too many regressions in n-w at the time anyway).

    Moving forward we think the only workable way is to have greenworks automatically build for every nw.js release. I'm happy to say that the nw.js team is working towards that goal.

    amazing, thank you!! <3

    Yeah, the game was running directly from Steam. After some messing around I'm thinking that what caused that to happen was that I had updated node-webkit to 0.11, and tested it working just fine on Windows without testing if it was working OK with OSX....

    andreyin after all the fuss with NW 11+ and stuff I basically have not moved past 10.5 yet.. So i havent even tried the latest greenworks plugin ashley made as i was worried it would open a world of problems i couldnt deal with on my own.

    Right now I'm using the first version of the greenworks plugin ashley made, plus C2 197 (planning to upgrade to 200 this week) and NW 10.5 (going to stay there for a while I think.)

    is the game running from steam, andreyin? I get a weird error like that if:

    1) The game is not being run from steam or

    2) the game is running and steam is not running or

    3) the steam_appid.txt file isnt in the root of the folder with the .app file or

    4) maybe the game.app needs to be renamed nw.app (dont know if this is required but i do it anyway)

  • Nesteris

    well the benefit of having positional / doppler'ed' sound is that i dont need to generate an infinite number of possible variations of the sound effect for different scenarios... the audio engine handles it all. the doppler effect was directly related to the relationship of the sound to the source listener, there would be no feasible way to get that back on the same level with hard-filtered wav files, without spending 3 lifetimes programming it and another 7 preparing the 8gb of wave files required for such a thing.

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  • goddamn, im using positional audio like crazy...

  • Nevermind - i see you can already use the path: "./filename.png" to reference the "Icons" folder it seems amazing plugin, thank you so much!

  • - is there any way to use the Construct2 project's "Files" as the source of the icon so as not to use a web-address for the icon? This would help in case the user doesn't have web access when playing the game..

  • we started a trend!

    http://indiemegabooth.com/project/cosmochoria/

    Make Planet Solid

    Set Player.Platform.angle of gravity to angle(Player.X,Player.Y,Planet.X,Planet.Y)

    Seriously tho don't do it. It's the worst type of game ever.

  • andreyin blackhornet - thanks dudes

  • MrGoatsnake Heyyo, great looking tutorial, but all the images and links associated are currently broken links. Any chance it can be updated?

  • andreyin - any chance the code from blackhornet is posted on the forum? I couldnt find anything.. Thanks!

  • Hey Noncentz705 - great plugin, im using it for the tutorial notifications in Cosmochoria and it really makes it look nice! Was curious - is it possible to modify the plugin to also allow the use of in-game sprites or even reference the "Files" that are uploaded to a project to avoid having to connect to the web to DL the image? Im worried about someone not having Net access when they play, then the notification wouldnt get a cool image which helps a lot in getting the point across.

    THanks again! Youre in the credits because of this haha.

  • you could try wrapping the high score call in an int() function which turns it back into a number..

    int(HighScore) or int(WebStorage.LocalValue(HighScore) should convert it into a proper number if it's thinking it's a string.