Phenom's Forum Posts

  • As far as I know, I can't test exactly what it will be like when running the game directly from steam as long as I don't pass my steam Greenlight. But I'm pretty sure all steam does is run the .exe (that we create by exporting with nw.js), which means it's most probably fixed (since it's fixed when running that .exe file).

  • Quick update: Now the issue is really fixed when running nw.js (yay!), but still occurs when running the build from inside Construct 2 with "Run Layout".

    Still... good enough for me. It means the final product doesn't have the issue. It's only me that has to manually close nw.js from the task manager when testing it out, but the players won't be affected.

  • Thanks to you two!

  • Hey there! I've been working on this game since I first got Construct 2 about 18 months ago.

    Thanks to everyone who helped me with anything so far. Great community!

    Game Description:

    Primary Shift is an action platformer where you need to use your head as you shift the background’s color in order to control which platforms, enemies and obstacles appear on screen. You must think carefully which color (red, blue or yellow) will help you proceed further; a simple task that gets increasingly difficult as you go.

    The game is set in school; platforms are school supplies and enemies are numbers. Help Timo to graduate by collecting good grades at the end of each level. Some good grades require special objectives, such as completing a sequence by defeating the right enemies.

    Challenge both your reflexes and your brain as you try to make your way to the end. Also, your best time for each level is recorded; replay the 40 levels to try to beat your records!

    Features

    • Platforming action

    • Color shifting mechanic

    • 4 different types of level objective

    • 40 challenging levels (okay, first few are easy)

    • Replay value: beat your best times in time trials

    Check it out and vote for it if you like it!

    Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=656168140

    Trailer and screenshots can be seen on the Greenlight page.

  • The new beta release mentions this:

    NW.js: work around a bug that could leave ghost processes behind in apps that were upgraded from NW.js 0.12

    So it seems it might be fixed! (Haven't tested yet)

  • First I'll come out and say right away that I haven't actually tried with a "steam" version of the game. Even without steam, I already have the issue of nw.exe staying in the task manager when you close the game even if just starting the nw.exe manually to launch.

    I still tried your fix in case it would work, but unfortunately it doesn't work for me.

  • Have you found a solution for this yet? Or will we have to wait for a new nw.js version?

    I have the same problem.

  • Have you found a solution yet?

    I have the same issue (though, me it's for a PC game, not tablet)

  • Hahahahaha it's just that? lolll Thanks! Can't believe I didn't notice XD

    Thx again! Saved me lots of time.

  • Since it seems like a simple matter I thought it should go to the "Beginner's Questions" section.

    There's a particular sprite in my game that when I change it's appearance, it changes it's position (for no apparent reason). I tried changing it's appearance either with "change frame" or with "change animation", issue occurs with both.

    I can't figure out why it's happening, as when I change the very same object's appearance to something else instead, it doesn't occurs.

    The object is a cage. At first it is locked, and when I change its appearance to "unlocked" all is fine, but when I try to change it's appearance to "Destroyed" (a broken cage), instead of only changing its appearance it also changes its position.

    All three of them have a resolution of 160 x 160, so it's not because the "destroyed" cage source image is smaller than the others... I'm out of ideas.

    CapX: https://www.dropbox.com/s/eh56hhg84rb6qo1/cage_issue.capx?dl=0

    Anyone could please help me with this? I reproduced the issue in that CapX, just have to press the buttons to see the issue.

  • I was having this problem too, the "Jump sustain" function already in C2 wasn't working for me, and after some investigation on my part, it turned out it was for a very simple reason! For my "Jump" control, on the Event sheet, I was using the condition "On W pressed" instead of "On W down"; so it didn't know the key was held down!

    I thought that info could be useful for anyone searching through the forum for the same thing I did and finds this thread, with this no need to follow any tutorial. =)

  • Yeah but even if it's just a little bit, a bit here and there at the end can add up if I let every single little thing pass. Didn't take much time to change anyway, so all good.

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  • Thanks for the quick replies!

    I don't think I'll have as much as 100, but even if it won't make much difference, I'd rather stay safe and optimize it.

    Thanks again!

  • Let's say I want platforms that move and some that don't using the Sine behavior.

    -I could either make 2 different object types, one with the sine behavior and one without the sine behavior.

    -I could also have just one type of object, with the sine behavior, and to platforms that don't move put all the "Sine stuff" to 0 (or just disable the behavior on them).

    So my question is simple: are platforms with Sine behavior set to 0 (doesn't move) taking any more resource than a platform with no sine behavior at all?

  • Thank you for the feedback! So, that's why I can't disable collision... good to know.

    Yeah I noticed it's now a mess, the more I tried to fix my issue, the messier it got.

    And all the sub-events are just "patches" I put up on top of it, trying to fix the issue, and can all be removed.

    The "If enemies are not overlapping with the platform at offset" was a way I found to make enemies turn at the edges of platforms without having to put edge markers at every platform edges. I guess I'll have to either tweak it or scrap the idea completely. (EDIT: I'm scrapping it) That way, I'll be able to just "turn collision off" on the enemies and eliminate most of the mess I shared in this topic! lol

    I actually tried turning off collision before, like you yourself tried, and got the issue you mentioned, but couldn't understand why.

    Thanks again!