I understand.
I've pretty much narrowed it down to
'on touched object' 'set video source to' - is not working.
'on layout start' 'set video source to' - does work.
My question is are there any known issues regarding this?
I did a test where I added a separate video frame with the source of the video added to the properties. 'on touched object' 'play' worked.
I was hoping to get away with just one video frame and use 'set video source' action'
What is the problem with using the 'set video source' action?
Anyone?
Bueller?
Develop games in your browser. Powerful, performant & highly capable.
I'm noticing that
'on layout start' 'set video source' works
but 'on touched object' 'set video source' does not work
I'm not sure why it says (h.264) when it is a WebM video using VP8
I'm wondering if this is an h.264 issue.
The problem seems to be that the 'set video source to' videos won't play. I've tried two different older versions of NW.js. The Videos are WebM. The app runs great exporting as WebView2; however, that shows a title bar, and I need this to run in kiosk mode on a pc. I haven't found a way to get WebView2 to run in kiosk mode either.
Thanks, I don't see any similar issues on the issues page.
I created a github account to open a new issue, but I'm a little hesitant about uploading the project.
Is that the only way to get support?
Hi. webm videos are embedded in the app. Everything works when exporting to WebView2 but not NW.js. Can't use WebView2 because of the title bar and I need kiosk mode. I am exporting on Mac but running on windows.
Are there any known issues?
I'm really surprised that the text object doesn't have a built in behavior of a scroll bar or scrolling when text overflows.
That being said, rexrainbow, is there a way to use your scrolling behavior to just scroll the text in a text object on touch? Meaning, without creating a scrollbar etc. Something like scroll the text to touch.Y?
RoddyPoddy , The file "nw" is your executable file. To avoid any issues, you can run the command as administrator; eg on ubuntu: > $ sudo chmod a+x nw [/code:3vybpltd]
RoddyPoddy ,
The file "nw" is your executable file.
To avoid any issues, you can run the command as administrator; eg on ubuntu:
> $ sudo chmod a+x nw [/code:3vybpltd]
Thanks. Was able to get it to run on Ubuntu but can't get it to run on Raspian on the Raspberry Pi 3...
See the advice here: https://www.scirra.com/tutorials/1276/exporting-desktop-apps-with-node-webkit
According to your tutorial:
"On Linux, the following command enables execute permission for the file 'mygame'. Run this from the terminal to ensure the file can be run:
chmod a+x mygame"
In the Linux32 export folder, there is no file with my game name... see screen shot. So which file(s) need to be made executable?
I've made a number of the files executable but always get a "Exec format error"
Which file needs to be made executable? the NW? the package.nw? Does the package.nw that contains all the project files need to be unzipped on the Linux platform before running?
Thanks.
I wish there was a video that showed step by step instructions for exporting to Linux and then all the steps to actually run it on Linux. Trying to get my project running on a Raspberry Pi 3. I go through all the steps outlined but keep getting a format error. Has anyone been able to get a Construct 2 project to run on a Pi?
I'm having a lot of trouble getting my game to run on Linux. I've followed the instructions in Ashley's post but keep getting "cannot execute binary file: Exec format error"
Linux hurts my brain.
What confuses me is scirra has a category for Games with Source and a category for Game Licenses...