NN81's Forum Posts

  • You save the state of the game. You then exit, re-enter and load the save state, it loads it at the time when you saved it with the same variables and objects. It is like taking a screenshot of the game at the point where you saved it.

    i have ONLY one instance variable that is value 0 from default, when Player beat the final boss, an event set that instance variable value to 1, then ending video, then go to MENU (i put those events on menu sheet of the game, on start of layout -> save state slot action, on an event below, on saving slote complete -> load state), on the menu if the instance variable is 1 the time attack mode is available, otherwise not.

    So practically if i complete the game, when returns to the menu the time attack mode will be available and unlocked and the isntance variable from then on should always be saved as 1.

    what im wrong??

  • What did you try?

    strange thing is that the page you linked me tell this :"Savegames are stored on disk by the browser. This means players can switch off their computer or device, come back the next day, and the savegame can still be successfully loaded. "

    what im wrong???

  • What did you try?

    Save/load state, store temporally the value, when i close and reopen the game valuedata is lost

  • It works for Instance Variables yes. At startup you always have to recover the local storage data and store it somewhere in your game : you can store it in an instance variable just as in a global variable <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    thanks Semoreh!!

    If you're referring to a lot of objects each with their own unique instance variables then it is better to go for the save state method, which simply saves the state of the game at that point and the values of all objects.

    https://www.scirra.com/tutorials/526/ho ... -savegames

    this is very quicky option!! but work even if i close and re open the game???

    EDIT: i have just tryed exporting and playng the game and... not work when i close and re open the game the variable value was lost..

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  • It's not complicated, just follow this tutorial. There's a capx. https://www.scirra.com/tutorials/1461/h ... age-plugin

    hi my friend, one question, this working for "instance variables" values too or only for global variables??

  • You can force chrome/nwjs to ignore the gpu blacklist. I don't know if it's by default in nwjs or maybe older version have other blacklists. However, if the blacklist is ignored doesn't mean that it work.

    I think WebGl has to be supported direct in the GPU driver. On the khronos webside there is nothing about opengl support to use webGL. If you want to be on the safe side for webgl support you have to follow the information on the khronos webside.

    you are right, it is something like that, in fact, if I do not change anything from the browser, game run slow, if i override for blacklist gets faster, but when I export to nw.js I have no way of touching these parameters in My specific case turns more fluid in nw.js than with the browser

  • [quote:xkrsvz5o]All GPUs that are blacklisted doesn't work:

    https://www.khronos.org/webgl/wiki/Blac ... Whitelists

    hi thank for reply, i have an old ati mobility radeon x1600 that are blacklisted and with driver older than 2009, and work with games, so the The point about graphic requirement should be another.. maybe opengl instead of webgl??

  • hi guys,

    i have some questions about exporting in nw.js for old window OS like XP and Vista.

    my first question is: Can i export for xp and vista by installing an old version of nw.js?

    second question: If this is possible, which of the many should I download and install instead of what I currently have? What is the latest compatible on XP/Vista (https://www.scirra.com/nwjs)

    The last question is a bit generic, I would like to know if playing a game builded on C2 and exported with nw.js requires some particular hardware requirement, such as a video card that supports openGL 2.0 rather than 1.2, etc.

    Thank you in advance for anyone who wants to respond

  • You can try using the NWJS feature to "set focus" to the window on startup

    It seems to work, thank you very much!!

  • Why when I launch my desktop game after exporting it with nw.js, i do not take control until clicking on the screen? how can i solve this and why appen?? im exportin with kiosk mode only option.. then browser fullscreen command on the firts layout..

    EDIT i think the problem is this:

    Request fullscreen:

    Request that the browser enter fullscreen mode. Note the browser may ignore this request unless the action is in a user-initiated event, such as a mouse click, key press, touch event or button press. The fullscreen modes that can be entered correspond to the Fullscreen in browser project property. For more information see supporting multiple screen sizes. Note not all platforms support requesting fullscreen - use the Supports requesting fullscreen condition to check for availability.

    So can I not do anything?

    Who plays will find a menu where can not move the cursor until press the mouse on the screen?

  • thank plinkie ^^

  • is it possible?????????

    the animated cursor in my pause menu don't play animation when i call the pause in game setting time scale to 0...

  • hi guys,

    In the game I'm working on, is available the "time attack mode", but this should only be available when the game has been completed in story mode. So, Looking around, it seems to me that I should use the "local storage" plugin.

    But it seems to me a little complicated and I would not want to do something complex when, in the specific case of what I would do, it might be a simple thing. I would like to thank those who want to help me with that. What I would like to do is type a variable that is saved when completing the game by killing the boss and then recalling it in the main menu even if it closes and relaunches the game to make the time attack mode available or not.

    sorry for my english translation

  • set the vector X to 0 at the collision moment so it stops right there then starts going the other direction

    Forgive me ,

    I had forgotten to specify that the edges can not be solid but are invisible in the game, however, do you refer to such a thing?

    Because I tried but did not seem to change anything. At high speed the enemy always splits out

  • hello folks,

    im doing experiments because have noticed that in my game, sometimes the enemy sprite (blue box) go out edge corners..

    i think i have solved this, giving high value at the "deceleration" parameter of the platform behavior. But I would like to be sure at 100%, so i would like to know if it seems to you a correct solution for the problem or if you have to recommend to me another approach..