Pigpud's Forum Posts

  • This is why I chose to go with NW.js. I'd like to export to WebView2 because it's lighter and my game is only supported for Windows, but I don't like seeing all of my art put into a single folder that very easy find (and rip) in the game's files.

  • You'll need to add the solid behavior to the tilemap then check the little box that says "Use collision".

    You can also use an invisible sprite that is solid and make the collision shapes to your need.

  • I did what Ashley said and it works. Thanks for the link!

  • Dang. I just discovered that for some reason even after running WindowsIconUpdater my icons are not showing up. I'm using the latest version of NW.js (v0.93.0). When I exported again with v0.92.0 the issue is resolved. Is there any downfall to using an older version of NW.js?

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  • Thank you fedca! :D

  • Hello! Is there a way to avoid the player from having to run WindowsIconUpdater when they download the game? Or do it for them when the game is downloaded? It looks tacky on my download instructions to say: "Extract zip and run WindowsIconUpdater. When finished run Game.exe.". Will running It in the extracted game then re-zipping it prevent the player from having to run it themselves? There is very little info on this.

    I've never seen a game make the player run WindowsIconUpdater when they want the game's icon to show up.

    Thanks for any help or clarification!

    Tagged:

  • Animations and art are great!! :D

  • I hope it's not a problem. Thanks for the reply WackyToaster.

  • (Sorry for the confusing title!)

    I'm including a "behind the scenes" image gallery in my game that I'm going to copyright and I was wondering if it is okay for some of the images to include some of Construct's interface. For example:

    I have no idea if this might have some kind of legal complication, so I just wanted to ask before I do anything.

    Thank you!

  • tkyakow it also would be cool to see some parallax on some of the layers. Great looking project overall though.

    Had the same thing happen to me...

  • Thank you for the explanation Dop2000!! This helps a lot!

  • Okay I did what you said but I'm getting some weird results...

    I set the dictionary's key value to the box once it's destroyed:

    Player on collision with Box, Box Destroy and Dictionary add key "Box." & Box.IID with value Box.AsJSON.

    I then save the dictionary to local storage when I call my save function:

    Local storage set item "Box_Data" to Dictionary.AsJSON

    After I load the Dictionary from local storage I then "load" the Dictionary keys:

    System on start of layout, Box set from JSON: Dictionary.Get("Box." & Self.IID))

    This is the problem: If I destroy the boxes and save, exit the game and load, the destroyed boxes are not the boxes the player destroyed but rather random ones.

    I've been going through my code but still have no clue to what I'm doing wrong.

    Thank you again for any help!

  • Thanks for the reply!

    I'll try out what you said and see how it goes.

  • Wow!!