Ometheu's Forum Posts

  • My solution might not work for everyone, but it solved my issues today, I had nw.exe refusing to unload if and only if I launcher the game from inside Steam, if I launched from the steamapps/common folder I had no issues and retained all steam integration... For me it had everything to do with appData/Local/TEMP decompression of package.nw and steam file logs and I am kind of happy I had this issue because for me I can see the benefits of not decompressing package.nw each time I launch the game, instead loading from the install directory. I could waffle on about it all but in the end these 4 simple steps fixed my problem and I now have everything back to normal , zero bugs and no ghost instances of nw.exe in my task manager, steam agrees with me when I window.close.

    If someone would like to try the same process and share the result that'd be great! I have a feeling though it's not a one-size-fits all kinda' deal.

    Basically, we're loading package contents directly from install folder instead of decompressing them to a TEMP folder.

    1. rename package.nw to package.zip

    2. extract to package/

    3. inside package folder cut package.json out and paste in root folder next to nw.exe

    4. open package.json and change at the top "index.html" to "package/index.html"

  • If it suits your application then you could just try this:

    Set your "walking" animation to speed 0 then do the following

    Platform is Moving --> Set Animation speed: player.Platform.Speed/5

    Edit the "5" at the end to effectively control the frame rate so to say.

    This will accelerate and decelerate your "walking" animation in time with your movement, but can often end with say, your characters leg half way in the air etc... It works for my purposes, but yeah, not every ones.

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  • Or if the animation isn't a loop just set the "initial frame" option in the sprite properties to the last frame and trigger with 'start from beginning'...

  • Windwalker

    yeah, pretty much

  • I can take a look at your code for you if like if you want to upload/attach it?

  • Mangudai

    If you remove "Move along Path" from your on click/touch event so it's only finding the path then create a new event below that one as follows and you should be right

    Sprite > On pathfinding path found ::: Sprite > Move along path

  • ahh that's much better!

  • Here's a simple demonstration of one way I go about the lighting effect, this isn't lightweight, so just use how I have the layers blending in principal to apply to your own needs, I suggest you play around with layer 2's effect, hardlight, multiply etc will yield different results.

    Basically I have one layer on top of everything with a solid black background color (helps hides the edges of my sprite image), I set the layers effect to overlay, then I create a sprite on there with my light source image, generally a white circle with a fading to transparent radius. Lastly I change the sprites Blendmode to Additive.

    Plus search around the forum, There's probably a smarter, better and more performance friendly method out there

    ** Edit: Forgot to mention, use your arrow keys to move the light around on the attached example.

  • Just noticed after a while it forms a gap..

    To fix, just adjust the heights of the road sprite and overlap the ends at the top of your layout just a bit, if you don't like the dark grey overlaps on the side of the road then you'll probably need to make the grey parts of your road solid not semi transparent

  • Here try this mate

  • Can you upload a capx file buddy?

    or, Are you spawning the bullet on the same layer as your player and or at the default imagepoint?

    If it's a top down shooter you could look at constructs built in template "top-down shooter" for an example of the code by going file > New > Template... etc..

  • mfusaro

    You could try using "spawn another object" in your players events? as opposed to "system > create object"

    I think will cause the bullet when spawned from the player to inherit the angle?..

  • This it?

    remove the spaces, can't post Url's yet, reps to low

    http:// scirra. com / labs / renderperf3 /

  • Yeah, It's not really good practice

    Alt key is generally reserved for program functions and the sort i believe, I wouldn't use it for anything public, plus I think on a mac in nodekit it does some weird stuff, so does the Ctrl key aswell I think.

  • I think they are located in your "C Drive > User > Username > appData > Local > "name of your app/project" folder?

    stored as indexedDB and or webStorage files...