Liam Twose's Forum Posts

  • Ah got it working... did """"&editboxname.text&""""" (four speech quotes either side)

  • Is it possible to use a path from an edit box / variable? can't seem to get the run command to work with a folder value the user chooses, which gets stored in an edit box and written to an ini file.

    oh and now I realise you can edit it pre-export =D can I put the steam dll files in that folder to export also?

    Thank you.

    Got it working in the end. The issue was that you can't seem to edit the package.json file from within the zip file... I extracted it, edited it and re-added it for it to work.

    Do we still need to use sdk v138 and greenworks 138? is there steamworks integration? would love to add this to the game.

    Advice Needed: Overlay is not working, no matter what I do... I think this could be because I use the shift key to handle switching uppercase text on/off. I followed the instructions etc to the t.

    thanks in advance.

  • ADLENGINE HAS BEEN GREENLIT! =D

    Been a while since I last posted on here and my Adliberum Engine has morphed massively since I last posted about it; It's been through a major rewrite (due to it being bloated with old and redundant code) is fully multiplayer compatible and most recently I've started implementing support for US English, French, Italian, German, Spanish and Russian languages as well as English.

    ADLENGINE is a multiplayer text adventure / interactive fiction roleplaying engine with full built in collaborative world editing, its own scripting language and a strong aim for modding / customisation.

    Hoping to do a side-by-side conversion over to Construct 3 as time goes on.

    More Info: https://www.adliberum.com/engine/141

    Try it out: https://www.adliberum.com/engine/

    Read The Manual: https://www.adliberum.com/engine/how-to-use-adlengine.pdf

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  • Is this fx still available to download anywhere?

  • Have also tried added all the same 'system' plugins, such as mouse keyboard, touch, multiplayer etc to match! Still no joy.

  • Ok, seems its potentially linked to project content, perhaps plugin OR??? works when pointing to some of my construct 2 projects on the 'web', but not the one I need.

    Basically think of the program almost as a menu screen where they choose the game they want to play.

    Have set the window size and all project settings to match...

  • Is it possible to use the browser goto url command within the node web kit export?

    .... just get met with a blank screen.

    Thanks in advance.

  • damousey thank you! this sounds like it is exactly what I require. will update how I get on... I wouldn't even mind having to manually edit the html file each time....

    *thinking* about this though; this could surely be an 'option' in construct 2 when exporting? Ashley or Tom?

    Ideally, you'd want construct 2 / (or 3 even) to handle version number increases with major versions perhaps resetting the cache automatically as per above?

  • Thank you. Yeah I have mine set so I can turn on debugger and reset cache is enabled...

    .... but not for regular 'users' they get served the cached version, sometimes for what seems an age. would be cool if I could tell the browser that the version has been updated and it loads the new version accordingly instead of the cached version..

  • So I publish a project to web server...

    update it, republish it... is there a way I can force the browser to load an uncached version? to save having to wait for browsers to recache it (when it feels like it!)

    Thanks in advance, L

  • Fixed... =D thanks for the gentle nudge andreyin had no idea I had to update NW! whoops...

  • ahh right doh!! just realised, will update NWjs and re-export to see if that sorts it...