Ratmaster's Forum Posts

  • I'm not sure about how the approval system works, but it seems you can already access my tutorial, I hope it will help you !

    https://www.scirra.com/tutorials/4870/save-and-load-game-in-a-specific-folder-using-nwjs-node-webkit

  • Well, I figured it out by myself after numerous fruitless attempts.

    I am writing a tutorial about it, I'll post the link here when it is approved.

  • Hum... now I have some issues with savegames using node object :

    I manage to write "Test" in a file using the following action :

    -> Write "Test" to file NWjs.UserFolder & "Slot1.save"

    but i can't save in a subfolder

    I tried

    -> Write "Test" to file NWjs.UserFolder & "\MyGame\Slot1.save"

    and

    -> Write "Test" to file NWjs.UserFolder & "MyGame\Slot1.save"

    but it doesn't work...

    Also, how should I proceed to save the state of the game to a save slot (just like the "save" system action) in the file I choosed ?

    I'm new to this and it's a bit confusing, but I would like to do it in the cleanest possible way

  • Thanks LittleStain and MadSpy, it seems that I missed this tutorial. This will help me a lot !

  • Hello everyone,

    I intend to create a big real-time RPG (work in progress), and then market it (on Steam, on a self-made website, etc...)

    That's why I would like to know if there is a way to convert a construct 2 game to an autonomous application, with the 5 following features :

    - the game must run in an independant window (not in a browser)

    - there is an installer for the game (or the game can be installed via Steam)

    - the savegames musn't be associated with a specific browser, but stored on disk in a specific place (for example C:Games\TheGameName\)

    - the savegames musn't be erased when a program such as CCleaner is used (for the moment when I test a game in Firefox for example, if I use CCleaner, all my savegames are erased)

    - there is an uninstaller for the game, wich can erase savegames when the game is uninstalled

    I hope I have made myself clear, English is not my mother tongue.

    Thank you in advance for your help

  • Thanks flatness , same here

  • Are vegapomme27 and I the only ones having issues with this feature, or do the other Construct 2 users have to create a game template for smartphones and another for computers ?

    Does anyone have an example of .capx file where the HUD doesn't scale with the rest of the game ?

  • Thank you for your quick reply

    I'm not sure your solution will solve the problem, because the HUD scales with the game, when I resize the window on my computer : the game is always displayed on the same screen, I just resize my browser's window, but the screen's PPI doesn't change...

    Edit : I tried your solution just in case, but I was right it doesn't works

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  • Hello guys,

    I'm working on a project for desktop and mobile, and I want some HUD elements to always keep the same size, on any device and with any screen size. For example, the text must stay readable on mobile devices, without getting too big on desktop.

    I read hundreds of times the well-known tutorial "Supporting multiple screen sizes" (https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes/page-2) but when I try to set my HUD layer's scale rate to 0 to prevent the text from scaling with the game, it just doesn't work : The buttons shrink when I resize the window, and everything is unreadable...

    Can you help me please ?

    PS : English is not my mother tongue, so please correct me if I make mistakes or can't make myself clear