SoldjahBoy's Forum Posts

  • NWjs still needs ALL of the NWjs requirements to run your exported project. It doesn't matter if your project files are 1Mb or 1Gb... NWjs will always make an additional 100Mb roughly to your export, because it has to include all of the NWjs runtime files to make your project work.

    It's been explained 3 different times already in this thread - NWjs is 100Mb minimum, as it doesn't export to naitive Win32/64 EXE format. It's using a wrapper.

    As Ashley said, why not just make it into a HTML5 export? It will then just open in any browser when you click the index file - and it will be tiny!

    ~Sol

  • The search function is your friend.

    TUTORIAL

    ~Sol

  • If you are using an event to "Create player on layer X" then the layer should really be reference by the "layer name" rather than by the (number).

    IE Create player on layer "player" ; instead of Create player on layer 3

    If you are referencing the creation of the player by the layer number, those numbers will change depending on your ordering. If you always reference by the name, it won't matter what order they're in - it will always go to the correctly specified layer.

    ~Sol

  • You need to create a state machine... it's pretty easy and will allow conditional flow for stages of any process.

    Give your object an instance variable called "state" or somethung similar... then compare it's value for each stage of your machine.

    State =0

    --- do something

    Something is done

    --- set state to 1

    State=1

    --- do next thing

    Next thing is done

    --- set state to 2

    Etc etc

    ~Sol

  • About 2 minutes haha. My score was about 300 or so. Tried 3 times and go to about the same score each time. Would be nice if the paddle could be controlled by moving mouse up and down as well

    ~Sol

  • I'm way lazier than you then lol... i despise drawing complex animations by hand but if you can do it then go for it!

    ~Sol

  • Thanks!

    ~Sol

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  • Yeah this has annoyed me a number of times... also sometimes pressing ENTER (when editing expressions) will do the same thing, when all I want it to do is "press ok".

    SHIFT+ENTER would be nice... or TAB...

    ~Sol

  • Haven't been real happy with the way the limbs move since I changed them, so spent a little bit of time adding in a 2 tier IK chain solver to the limbs (thanks to an old tutorial by Quazi) and not only has it made things 1000x better, it's going to make animation states a LOT less convoluted.

    I now have to re-do the animations for the third time - but it's well worth it this time around.

    The movement of the limbs and joints is now super cool! I will upload a new web-preview once I have reworked the animations (hopefully later tonight).

    ~Sol

  • 2D games tend to be more CPU heavy... not always, but tend to be. 3D games rely a lot more on GPU specifics... this is likely why you can record something like Overwatch with minimal fps impact.

    It really comes down to over-all CPU usage in your game - because your capture software will also use a bit of CPU as well as HDD I/O.

    ~Sol

  • Are your planets created in a 3D program or just drawn in something like Photoshop?

    It would be neat to have the plants slowly rotating, or the clouds/storms on the planets moving about.

    Having the odd shooting star in the background would be cool as well - or if spaceships are a thing you could have the casual ship fly past. Apart from that, like you said - some twinkling stars or a galaxy that's in motion would be cool additions as well. The hardest part is not knowing enough about your game, or how your existing graphics have been made. If they're 3D objects in a 3D graphics program, rotating the planets would be pretty easy... but if they're static images made in a 2D program then you can probably throw that idea out of the window because, too hard.

    ~Sol

  • Yep! It's impossible! xD

    ~Sol

  • What R0J0 said, plus it might be a good time to click the link in my signature and start storing your capx files and other important work there...

    ~Sol

  • Of course

    ~Sol

  • I make one event sheet for every "specific" game mechanic... so I have one for "weather" and one for "saving and loading" and another for controlling "animation", etc.

    Over-all I have about 12 event sheets just to help me find things easily, and keep relevant events grouped together.

    As far as layouts go, that really depends on your game and how you're building it. I am using only 2 layouts for my open world game - one layout for the actual game screen itself and one for the map screen. You could use 100 layouts if you want, for each level or "screen" your character can visit... or you can use just 1! That really depends how you want to do it

    ~Sol